Merge pull request #86026 from YuriSizov/4.2-cherrypicks

Cherry-picks for the 4.2 branch (future 4.2.1) - 2nd batch
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Yuri Sizov 2023-12-11 14:45:26 +01:00 committed by GitHub
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4 changed files with 197 additions and 60 deletions

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@ -7,6 +7,147 @@ previous feature release. It is equivalent to the listings on our
Changelogs for earlier feature releases are available in their respective Git
branches, and linked at the [end of this file](#Past-releases).
## 4.2.1 - TBA
- [Release announcement](https://godotengine.org/article/maintenance-release-godot-4-2-1)
- [Interactive changelog](https://godotengine.github.io/godot-interactive-changelog/#4.2.1)
#### 2D
- Fix UV editor not using texture transform ([GH-84076](https://github.com/godotengine/godot/pull/84076)).
- Fix generating terrain icon with certain image formats ([GH-84507](https://github.com/godotengine/godot/pull/84507)).
- Keep scene tiles even if the TileMap is invisible ([GH-85753](https://github.com/godotengine/godot/pull/85753)).
- Fix TileMap occluders ([GH-85893](https://github.com/godotengine/godot/pull/85893)).
#### 3D
- Only allow MeshInstance3D-inherited nodes in MultiMesh Populate Surface dialog ([GH-84933](https://github.com/godotengine/godot/pull/84933)).
#### Animation
- Fix imported track flag on sliced animations ([GH-85061](https://github.com/godotengine/godot/pull/85061)).
- Prevent a crash when calling `AnimationMixer::restore` with an invalid resource ([GH-85428](https://github.com/godotengine/godot/pull/85428)).
- Fix AnimationPlayer seeking for Discrete keys ([GH-85569](https://github.com/godotengine/godot/pull/85569)).
- Fix Tween loop initial value ([GH-85681](https://github.com/godotengine/godot/pull/85681)).
#### Audio
- Fix importing WAV files with odd chunk sizes ([GH-85556](https://github.com/godotengine/godot/pull/85556)).
#### Buildsystem
- Use Python venv if detected when building VS project ([GH-84593](https://github.com/godotengine/godot/pull/84593)).
- Fix the Web platform team's codeowners link ([GH-85746](https://github.com/godotengine/godot/pull/85746)).
- Fix invalid Python escape sequences ([GH-85818](https://github.com/godotengine/godot/pull/85818)).
#### Core
- Set language encoding flag when using `ZIPPacker` ([GH-78732](https://github.com/godotengine/godot/pull/78732)).
- Fix crash when hashing empty `CharString` ([GH-85389](https://github.com/godotengine/godot/pull/85389)).
- Prevent infinite recursion when printing errors ([GH-85397](https://github.com/godotengine/godot/pull/85397)).
- Fix property groups overriding real properties ([GH-85486](https://github.com/godotengine/godot/pull/85486)).
- Do not reload resources and send notification if locale is not changed ([GH-85787](https://github.com/godotengine/godot/pull/85787)).
#### Documentation
- Improve and clarify texture filtering documentation ([GH-83907](https://github.com/godotengine/godot/pull/83907)).
- Fix documentation for `icon_and_font_color` editor setting ([GH-85491](https://github.com/godotengine/godot/pull/85491)).
- Improve documentation for `CameraAttributesPhysical.exposure_shutter_speed` ([GH-85599](https://github.com/godotengine/godot/pull/85599)).
- Fix missing heading in translated online class reference ([GH-85877](https://github.com/godotengine/godot/pull/85877)).
#### Editor
- Remove exp hint of a few properties ([GH-80326](https://github.com/godotengine/godot/pull/80326)).
- Fix UV editor not showing polygon correctly ([GH-84116](https://github.com/godotengine/godot/pull/84116)).
- Inspector: Fix clearing array/dictionary element with `<Object#null>` ([GH-84237](https://github.com/godotengine/godot/pull/84237)).
- Allow dragging editable children ([GH-84310](https://github.com/godotengine/godot/pull/84310)).
- Fix errors on file rename or move in the Filesystem Dock ([GH-84520](https://github.com/godotengine/godot/pull/84520)).
- Fix issue with 3D scene drag and drop preview node ([GH-85087](https://github.com/godotengine/godot/pull/85087)).
- Fix SnapGrid is almost invisible in light theme ([GH-85585](https://github.com/godotengine/godot/pull/85585)).
- Fix theme application in various editor dialogs ([GH-85745](https://github.com/godotengine/godot/pull/85745)).
#### Export
- Fix order of operations for macOS template check ([GH-84990](https://github.com/godotengine/godot/pull/84990)).
- iOS: Use `mdfind` to check if Xcode is installed in one-click deploy code ([GH-85774](https://github.com/godotengine/godot/pull/85774)).
#### GDExtension
- Fix updating cached singletons when reloading GDScripts ([GH-85373](https://github.com/godotengine/godot/pull/85373)).
- Fix crash when using incompatible versions of Godot Jolt ([GH-85779](https://github.com/godotengine/godot/pull/85779)).
#### GDScript
- Improve autocompletion with `get_node` ([GH-79386](https://github.com/godotengine/godot/pull/79386)).
- Filter groups and categories from autocompletion ([GH-85196](https://github.com/godotengine/godot/pull/85196)).
#### GUI
- Enable scrolling of output with UI scale changes ([GH-82079](https://github.com/godotengine/godot/pull/82079)).
- VideoPlayer: Fix reloading translation remapped stream ([GH-84794](https://github.com/godotengine/godot/pull/84794)).
- Restored Control properties when you undo a parenting of a Control to a Container ([GH-85181](https://github.com/godotengine/godot/pull/85181)).
- Make sure `Window`'s title is respected before we compute the size ([GH-85312](https://github.com/godotengine/godot/pull/85312)).
- RTL: Fix CharFX character offset calculation ([GH-85363](https://github.com/godotengine/godot/pull/85363)).
- Limit window size updates on title change ([GH-85542](https://github.com/godotengine/godot/pull/85542)).
- Fix size and visuals of the `InputEventConfigurationDialog` ([GH-85790](https://github.com/godotengine/godot/pull/85790)).
- Limit window size updates on title translation change ([GH-85828](https://github.com/godotengine/godot/pull/85828)).
#### Import
- Fix memory leak on error paths in tinyexr loader ([GH-85002](https://github.com/godotengine/godot/pull/85002)).
- Fix memory corruption and assert failures in convex decomposition ([GH-85631](https://github.com/godotengine/godot/pull/85631)).
#### Input
- X11: Send IME update notification deferred ([GH-85306](https://github.com/godotengine/godot/pull/85306)).
- Fix IME key event being erased in macOS ([GH-85458](https://github.com/godotengine/godot/pull/85458)).
- Fix SubViewport physics picking ([GH-85665](https://github.com/godotengine/godot/pull/85665)).
#### Navigation
- Fix missing NavigationLink property updates in constructor ([GH-83802](https://github.com/godotengine/godot/pull/83802)).
- Fix missing NavigationRegion property updates in constructor ([GH-83812](https://github.com/godotengine/godot/pull/83812)).
- Fix missing NavigationAgent property updates in constructor ([GH-83814](https://github.com/godotengine/godot/pull/83814)).
- Fix missing NavigationObstacle property updates in constructor ([GH-83816](https://github.com/godotengine/godot/pull/83816)).
- Fix memory leak in 'NavigationServer3D' involving static obstacles ([GH-84816](https://github.com/godotengine/godot/pull/84816)).
- Fix NavigationRegion2D transform update ([GH-85258](https://github.com/godotengine/godot/pull/85258)).
#### Particles
- Only allow MeshInstance3D-based nodes in particles emission shape node selector ([GH-84891](https://github.com/godotengine/godot/pull/84891)).
#### Plugin
- Correctly check scripts that must inherit `EditorPlugin` ([GH-85271](https://github.com/godotengine/godot/pull/85271)).
#### Porting
- Do not consume mouse messages in windows with `no_focus` on Windows OS ([GH-85484](https://github.com/godotengine/godot/pull/85484)).
#### Rendering
- Fix buffer updates going to the wrong cmd buffer if barriers were 0 ([GH-83736](https://github.com/godotengine/godot/pull/83736)).
- Fix bad parameter for `rendering_method` crashes Godot ([GH-84241](https://github.com/godotengine/godot/pull/84241)).
- Add `shadows_disabled` macro in Compatibility renderer ([GH-84416](https://github.com/godotengine/godot/pull/84416)).
- Vulkan: Fix incorrect access to the buffers on Android ([GH-84852](https://github.com/godotengine/godot/pull/84852)).
- Use vertex input mask for creating vertex arrays ([GH-85092](https://github.com/godotengine/godot/pull/85092)).
- Fix typo in BaseMaterial3D conversion from 3.x SpatialMaterial ([GH-85269](https://github.com/godotengine/godot/pull/85269)).
- Set ReflectionProbe frame before mapping id in mobile renderer ([GH-85635](https://github.com/godotengine/godot/pull/85635)).
- Add a descriptive error message when creating a mesh surface from the wrong array type ([GH-85646](https://github.com/godotengine/godot/pull/85646)).
- GLES3: Skip batches with zero instance count while rendering canvas ([GH-85778](https://github.com/godotengine/godot/pull/85778)).
- macOS: Switch ANGLE backend to ANGLE over OpenGL, switch default compatibility renderer back to native ([GH-85785](https://github.com/godotengine/godot/pull/85785)).
- Ensure that 2D meshes use a proper input mask ([GH-85972](https://github.com/godotengine/godot/pull/85972)).
#### Shaders
- Automatically ensure correct normals in Compatibility renderer ([GH-82804](https://github.com/godotengine/godot/pull/82804)).
- Comment the shader template light function by default ([GH-84594](https://github.com/godotengine/godot/pull/84594)).
#### XR
- Remove unused grip touch action from default OpenXR action map ([GH-85048](https://github.com/godotengine/godot/pull/85048)).
## 4.2 - 2023-11-30
- [Release announcement](https://godotengine.org/article/godot-4-2-arrives-in-style)
@ -14,38 +155,6 @@ branches, and linked at the [end of this file](#Past-releases).
- [Interactive changelog](https://godotengine.github.io/godot-interactive-changelog/#4.2)
- [Breaking changes](https://github.com/godotengine/godot/pulls?q=is%3Apr+is%3Amerged+label%3A%22breaks+compat%22+milestone%3A4.2)
Table of contents:
- [2D](#2D)
- [3D](#3D)
- [Animation](#Animation)
- [Assetlib](#Assetlib)
- [Audio](#Audio)
- [Buildsystem](#Buildsystem)
- [C#](#C)
- [Codestyle](#Codestyle)
- [Core](#Core)
- [Documentation](#Documentation)
- [Editor](#Editor)
- [Export](#Export)
- [GDExtension](#GDExtension)
- [GDScript](#GDScript)
- [GUI](#GUI)
- [Import](#Import)
- [Input](#Input)
- [Multiplayer](#Multiplayer)
- [Navigation](#Navigation)
- [Network](#Network)
- [Particles](#Particles)
- [Physics](#Physics)
- [Plugin](#Plugin)
- [Porting](#Porting)
- [Rendering](#Rendering)
- [Shaders](#Shaders)
- [Tests](#Tests)
- [Thirdparty](#Thirdparty)
- [XR](#XR)
#### 2D
- Greatly improve Y-sort performance on TileMaps ([GH-73813](https://github.com/godotengine/godot/pull/73813)).

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@ -661,6 +661,11 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
state.current_tex = RID();
for (uint32_t i = 0; i <= state.current_batch_index; i++) {
// Skipping when there is no instances.
if (state.canvas_instance_batches[i].instance_count == 0) {
continue;
}
//setup clip
if (current_clip != state.canvas_instance_batches[i].clip) {
current_clip = state.canvas_instance_batches[i].clip;
@ -1383,7 +1388,7 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;
uint64_t input_mask = 0; // 2D meshes always use the same vertex format.
uint64_t input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; // 2D meshes always use the same vertex format.
if (mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
} else {

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@ -447,9 +447,11 @@ void TileMapLayer::_rendering_update() {
for (KeyValue<Vector2i, CellData> &kv : tile_map) {
CellData &cell_data = kv.value;
for (const RID &occluder : cell_data.occluders) {
Transform2D xform(0, tile_map_node->map_to_local(kv.key));
rs->canvas_light_occluder_attach_to_canvas(occluder, tile_map_node->get_canvas());
rs->canvas_light_occluder_set_transform(occluder, tile_map_node->get_global_transform() * xform);
if (occluder.is_valid()) {
Transform2D xform(0, tile_map_node->map_to_local(kv.key));
rs->canvas_light_occluder_attach_to_canvas(occluder, tile_map_node->get_canvas());
rs->canvas_light_occluder_set_transform(occluder, tile_map_node->get_global_transform() * xform);
}
}
}
}
@ -565,6 +567,15 @@ void TileMapLayer::_rendering_occluders_update_cell(CellData &r_cell_data) {
const Ref<TileSet> &tile_set = tile_map_node->get_tileset();
RenderingServer *rs = RenderingServer::get_singleton();
// Free unused occluders then resize the occluders array.
for (uint32_t i = tile_set->get_occlusion_layers_count(); i < r_cell_data.occluders.size(); i++) {
RID occluder_id = r_cell_data.occluders[i];
if (occluder_id.is_valid()) {
rs->free(occluder_id);
}
}
r_cell_data.occluders.resize(tile_set->get_occlusion_layers_count());
TileSetSource *source;
if (tile_set->has_source(r_cell_data.cell.source_id)) {
source = *tile_set->get_source(r_cell_data.cell.source_id);
@ -580,18 +591,30 @@ void TileMapLayer::_rendering_occluders_update_cell(CellData &r_cell_data) {
tile_data = atlas_source->get_tile_data(r_cell_data.cell.get_atlas_coords(), r_cell_data.cell.alternative_tile);
}
// Update/create occluders.
for (int i = 0; i < tile_set->get_occlusion_layers_count(); i++) {
Transform2D xform;
xform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
if (tile_data->get_occluder(i).is_valid()) {
RID occluder_id = rs->canvas_light_occluder_create();
rs->canvas_light_occluder_set_enabled(occluder_id, node_visible);
rs->canvas_light_occluder_set_transform(occluder_id, tile_map_node->get_global_transform() * xform);
rs->canvas_light_occluder_set_polygon(occluder_id, tile_map_node->get_transformed_polygon(Ref<Resource>(tile_data->get_occluder(i)), r_cell_data.cell.alternative_tile)->get_rid());
rs->canvas_light_occluder_attach_to_canvas(occluder_id, tile_map_node->get_canvas());
rs->canvas_light_occluder_set_light_mask(occluder_id, tile_set->get_occlusion_layer_light_mask(i));
r_cell_data.occluders.push_back(occluder_id);
// Create, update or clear occluders.
for (uint32_t occlusion_layer_index = 0; occlusion_layer_index < r_cell_data.occluders.size(); occlusion_layer_index++) {
Ref<OccluderPolygon2D> occluder_polygon = tile_data->get_occluder(occlusion_layer_index);
RID &occluder = r_cell_data.occluders[occlusion_layer_index];
if (occluder_polygon.is_valid()) {
// Create or update occluder.
Transform2D xform;
xform.set_origin(tile_map_node->map_to_local(r_cell_data.coords));
if (!occluder.is_valid()) {
occluder = rs->canvas_light_occluder_create();
}
rs->canvas_light_occluder_set_enabled(occluder, node_visible);
rs->canvas_light_occluder_set_transform(occluder, tile_map_node->get_global_transform() * xform);
rs->canvas_light_occluder_set_polygon(occluder, tile_map_node->get_transformed_polygon(Ref<Resource>(tile_data->get_occluder(occlusion_layer_index)), r_cell_data.cell.alternative_tile)->get_rid());
rs->canvas_light_occluder_attach_to_canvas(occluder, tile_map_node->get_canvas());
rs->canvas_light_occluder_set_light_mask(occluder, tile_set->get_occlusion_layer_light_mask(occlusion_layer_index));
} else {
// Clear occluder.
if (occluder.is_valid()) {
rs->free(occluder);
occluder = RID();
}
}
}
@ -778,7 +801,7 @@ void TileMapLayer::_physics_update_cell(CellData &r_cell_data) {
}
// Free unused bodies then resize the bodies array.
for (unsigned int i = tile_set->get_physics_layers_count(); i < r_cell_data.bodies.size(); i++) {
for (uint32_t i = tile_set->get_physics_layers_count(); i < r_cell_data.bodies.size(); i++) {
RID body = r_cell_data.bodies[i];
if (body.is_valid()) {
bodies_coords.erase(body);
@ -787,7 +810,7 @@ void TileMapLayer::_physics_update_cell(CellData &r_cell_data) {
}
r_cell_data.bodies.resize(tile_set->get_physics_layers_count());
for (int tile_set_physics_layer = 0; tile_set_physics_layer < tile_set->get_physics_layers_count(); tile_set_physics_layer++) {
for (uint32_t tile_set_physics_layer = 0; tile_set_physics_layer < (uint32_t)tile_set->get_physics_layers_count(); tile_set_physics_layer++) {
Ref<PhysicsMaterial> physics_material = tile_set->get_physics_layer_physics_material(tile_set_physics_layer);
uint32_t physics_layer = tile_set->get_physics_layer_collision_layer(tile_set_physics_layer);
uint32_t physics_mask = tile_set->get_physics_layer_collision_mask(tile_set_physics_layer);
@ -998,7 +1021,7 @@ void TileMapLayer::_navigation_update() {
void TileMapLayer::_navigation_clear_cell(CellData &r_cell_data) {
NavigationServer2D *ns = NavigationServer2D::get_singleton();
// Clear navigation shapes.
for (unsigned int i = 0; i < r_cell_data.navigation_regions.size(); i++) {
for (uint32_t i = 0; i < r_cell_data.navigation_regions.size(); i++) {
const RID &region = r_cell_data.navigation_regions[i];
if (region.is_valid()) {
ns->region_set_map(region, RID());
@ -1031,7 +1054,7 @@ void TileMapLayer::_navigation_update_cell(CellData &r_cell_data) {
}
// Free unused regions then resize the regions array.
for (unsigned int i = tile_set->get_navigation_layers_count(); i < r_cell_data.navigation_regions.size(); i++) {
for (uint32_t i = tile_set->get_navigation_layers_count(); i < r_cell_data.navigation_regions.size(); i++) {
RID &region = r_cell_data.navigation_regions[i];
if (region.is_valid()) {
ns->region_set_map(region, RID());
@ -1042,7 +1065,7 @@ void TileMapLayer::_navigation_update_cell(CellData &r_cell_data) {
r_cell_data.navigation_regions.resize(tile_set->get_navigation_layers_count());
// Create, update or clear regions.
for (unsigned int navigation_layer_index = 0; navigation_layer_index < r_cell_data.navigation_regions.size(); navigation_layer_index++) {
for (uint32_t navigation_layer_index = 0; navigation_layer_index < r_cell_data.navigation_regions.size(); navigation_layer_index++) {
Ref<NavigationPolygon> navigation_polygon;
navigation_polygon = tile_data->get_navigation_polygon(navigation_layer_index);
navigation_polygon = tile_map_node->get_transformed_polygon(Ref<Resource>(navigation_polygon), c.alternative_tile);
@ -3250,7 +3273,7 @@ void TileMap::add_layer(int p_to_pos) {
new_layer.instantiate();
new_layer->set_tile_map(this);
layers.insert(p_to_pos, new_layer);
for (unsigned int i = 0; i < layers.size(); i++) {
for (uint32_t i = 0; i < layers.size(); i++) {
layers[i]->set_layer_index_in_tile_map_node(i);
}
queue_internal_update();
@ -3269,7 +3292,7 @@ void TileMap::move_layer(int p_layer, int p_to_pos) {
Ref<TileMapLayer> layer = layers[p_layer];
layers.insert(p_to_pos, layer);
layers.remove_at(p_to_pos < p_layer ? p_layer + 1 : p_layer);
for (unsigned int i = 0; i < layers.size(); i++) {
for (uint32_t i = 0; i < layers.size(); i++) {
layers[i]->set_layer_index_in_tile_map_node(i);
}
queue_internal_update();
@ -3289,7 +3312,7 @@ void TileMap::remove_layer(int p_layer) {
// Clear before removing the layer.
layers.remove_at(p_layer);
for (unsigned int i = 0; i < layers.size(); i++) {
for (uint32_t i = 0; i < layers.size(); i++) {
layers[i]->set_layer_index_in_tile_map_node(i);
}
queue_internal_update();
@ -3526,7 +3549,7 @@ Vector2i TileMap::get_coords_for_body_rid(RID p_physics_body) {
}
int TileMap::get_layer_for_body_rid(RID p_physics_body) {
for (unsigned int i = 0; i < layers.size(); i++) {
for (uint32_t i = 0; i < layers.size(); i++) {
if (layers[i]->has_body_rid(p_physics_body)) {
return i;
}
@ -3576,7 +3599,7 @@ Rect2 TileMap::_edit_get_rect() const {
bool changed = false;
Rect2 rect = layers[0]->get_rect(changed);
any_changed |= changed;
for (unsigned int i = 1; i < layers.size(); i++) {
for (uint32_t i = 1; i < layers.size(); i++) {
rect = rect.merge(layers[i]->get_rect(changed));
any_changed |= changed;
}
@ -3755,7 +3778,7 @@ void TileMap::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(m_type, property_name, PROPERTY_HINT_NONE, m_hint, (get(property_name) == property_get_revert(property_name)) ? PROPERTY_USAGE_EDITOR : PROPERTY_USAGE_DEFAULT)); \
}
for (unsigned int i = 0; i < layers.size(); i++) {
for (uint32_t i = 0; i < layers.size(); i++) {
MAKE_LAYER_PROPERTY(Variant::STRING, "name", "");
MAKE_LAYER_PROPERTY(Variant::BOOL, "enabled", "");
MAKE_LAYER_PROPERTY(Variant::COLOR, "modulate", "");

View File

@ -104,7 +104,7 @@ struct CellData {
// Rendering.
Ref<RenderingQuadrant> rendering_quadrant;
SelfList<CellData> rendering_quadrant_list_element;
List<RID> occluders;
LocalVector<RID> occluders;
// Physics.
LocalVector<RID> bodies;