Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
* Adds proxy related methods for `HTTPClient` and `HTTPRequest`
* Adds `network/http_proxy/{host,port}` editor settings
* Makes AssetLib and Export Template Manager proxy aware
- Regarding preservation of owner, `free()` and `remove_child()` now behave the same: owner is kept during `tree_exiting` signal and `null` during `tree_exited`.
- Superfluous code to handle cancelation of ownership is removed.
having the raycast distance hardcoded to `10000` caused input events
to not be registered in very large 3D scenes.
This resolves the issue by using the cameras far distance instead.
Creating the more predictable behavior of if an object is visible,
it will be picked by the viewport.
resolves: #49735
(cherry picked from commit 02b6bbc5df)
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
* Changed another instance of ERR_FAIL_COND in the same file to
ERR_FAIL_NULL_MSG instead.
* Checked for potential access of the viewport pointer elsewhere in same
file.
Fixes#54098
(cherry picked from commit 497b00a937)
Very low wait times behave in unpredictable ways depending on the
rendered frame rate. This is because the timeout signal is only emitted
once per rendered frame (or physics frame, depending on the timer's
process mode).
This is only available on the GLES3 backend.
This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).
The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.
Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.