Fixes that NavigationPolygon did not update in all cases because the internal NavigationMesh was not always unref and freed which blocked creating a new mesh later if nothing else freed it.
Normal raycaster makes LOD generation process >2x slower and often
generates normals that look significantly worse compared to what the
simplifier comes up with by default. This was likely different before
last meshoptimizer upgrade, as the attribute metric was not functioning
properly, but now it looks like it's doing more harm than good.
This change makes it disabled by default but keeps an easy option to
re-enable it per mesh using LOD parameters for now until we get more
confidence and can remove the code outright.
Because the long term plan would be to disable this feature entirely,
the scripting API isn't changed, and it's just off-by-default there with
no way to re-enable.
Compatibility is based on OpenGL ES 3.0, so the height shader
(including deep parallax) and distance fade dither modes work
just fine with no adjustments required.
Fixes navigation polygon data corruption caused by thread-use that changed vertices or polygons while the navigation polygon was processed, e.g. by server region sync, navmesh baking or user thread updates.
Fixes navigation mesh data corruption caused by thread use that changed vertices or polygons while the navigation mesh was processed, e.g. by server sync or baking.
Fixes navigation source geometry data corruption caused by thread-use that changed vertices or indices while the source geometry data was used in a parsing process or read from by the navmesh baking.
The original implementation merged sub-polygons into a single polygon
when rotating. This can cause non-simple geometries downstream
algorithms cannot handle.
When VisualShaderNodeVaryingGetter type was Vector2/Vector3/Vector4, expanding the output ports and connecting an individual value to a scalar input would add ".x" to the assignment in the generated shader. This was due to `VisualShaderNodeVarying::get_port_type` ignoring the port number, and always returning the associated vector type. Added checks for `p_port == 0` to return either the vector type, or scalar for expanded ports, matching similar logic in other nodes, like `VisualShaderNodeColorConstant::get_output_port_type`.
Fixes#92832