Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.
Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.
Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
With the octahedral compression, we had attributes of a size of 2 bytes
which potentially caused performance regressions on iOS/Mac
Now add padding to the normal/tangent buffer
For octahedral, normal will always be oct32 encoded
UNLESS tangent exists and is also compressed
then both will be oct16 encoded and packed into a vec4<GL_BYTE>
attribute
The existing tracing routine for building the PVS was rather simple compared to the main portal tracing, and could not correctly cope with paths that went through multiple portals from room A to B, and as a result would sometimes miss room entries in the PVS resulting in too many culled rooms in these circumstances.
This PR adds an improved function that can cope with entering a room multiple times during a trace. As a result it has to take care of portal directions (to prevent going back on itself) in a similar, but not identical way to the main portal tracing routine, and internal rooms, to prevent recursive loops.
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.
Basic unit tests for Transform.
Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
These methods were broken by 22419082d9
5 years ago and nobody complained, so maybe they're not so useful...
But at least this should restore them to a working state.
(cherry picked from commit 8c3a6b10a9)
Updating continuously should only be enabled for troubleshooting
purposes, as it uses a lot of CPU/GPU power.
The update spinner is now displayed in red when the Update Continuously
editor setting is enabled.
(cherry picked from commit a97c5b50db)
- Implements new `KeyValuePairs` and `KeyValuePairAt` internal calls
to get the `key` and the `value` in one call.
- Caches the `DictionaryEntry` to reuse properties without repeating
internal calls.
(cherry picked from commit 2deefd938f)
Calling rooms_set_active with TOOLS_ENABLED from a running project resulted in a crash because the Spatial Editor is not available. Wrapped it in an is_editor_hint.
In some situations looking out from an internal room it was possible to look back into the portal into the internal room.
This PR fixes this by keeping a single item 'stack' record of the last external room, and preventing recursing into this room. This also makes tracing significantly more efficient out of internal rooms, as there is no need to trace the external room multiple times.
Initial octahedral compression incorrectly wrote tangent to the buffer
using an offset of 3 rather than 4, losing the sign of the tangent
vector needed for things like tangent space for texturing mapping
GLES3 renderer used remove_custom_define rather than set_conditional to
change back to the default conditional state the scene shader should be
in