Due to a quirk in CSG Shapes, updating is usually deferred to the next frame. This is problematic as we need to read back the geometry on the first frame when converting levels.
This PR adds a function to CSGShape to force immediate updating (if dirty), and calls it during room conversion.
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.
(cherry picked from commit accd05f4ad)
Higher values will make indirect lighting brighter.
A value of 1.0 represents physically accurate behavior, but higher values
can be used to make indirect lighting propagate more visibly when using
a low number of bounces.
This can be used to speed up bake times by lowering the number of bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get
Uniform design.
Drag in set-get from tree is now working.
port 'pass' not backported to 3.x to keep script backwards compatibility
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.
The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.
(cherry picked from commit 671467b888)
We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.
Now this is defined in a single header which can be included in the
files that need this information.
(cherry picked from commit b7297fb39c)
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
Allows customization of the maximum time a client is allowed to stay in
the the "pending" state (i.e. awaiting HTTP handshake).
This used to be 1 second by before, the new default is 3 seconds.
(cherry picked from commit 458437edef)