This is useful information to have for troubleshooting, and it's
said to sidestep a possible race condition issue that breaks
microphone recording on Linux.
(cherry picked from commit de912a8bd9)
This prevents the viewport from going upside-down.
This was suggested at:
https://github.com/godotengine/godot/pull/51984#issuecomment-948614191:
> For 3.4, I think we can just clamp the angle value when using the
> camera orbiting shortcuts. We can investigate what to do with panning
> and freelook in 3.5 and 4.0.
(cherry picked from commit 3bd7c4f2a9)
Replaced some in-loop uses of Vector.write with an out of loop ptrw,
to avoid a lot of superfluous reads on the CowData ref count.
(cherry picked from commit 47496a55bc)
Correct transformation of normals that works with a Basis containing non-uniform scale is difficult to get correct for those not familiar with the maths, it is also rather verbose and hard to read in calling code. This PR adds helper functions which both standardize the approach and make it clearer in calling code what is being done and why.
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
Settings that aren't within a subsection are difficult to reach when
other settings do have a subsection.
This also adds documentation for the project setting.
Reporting rest collision information is needed for move_and_collide and
move_and_slide so floor detection can be done properly, but in the case
of just testing the motion for collision, it makes sense to return false
if the body is able to move all along the path without being stopped.
Updated the logic in test_move and clarified the documentation for
test_move and move_and_collide.
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.
In 2D, there is no change in behavior (just no more errors).
In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
When comparing different graphics settings or optimizations,
this makes precise measurements and frametime comparisons easier.
This also makes the editor FPS display use `pad_decimals()`
for consistency with the implementation in `master`.
The hash symbol creates spurious issue references on GitHub if
the message is posted outside a code block, which means some issues
have a lot more references than originally intended.
Async. compilation via ubershader is currently available in the scene and particles shaders only.
Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).