When one of the bodies exited the tree, the corresponding node path was
reset instead of just resetting the joint from the physics server. That
was causing the node path to be reset on scene switch when one of the
bodies is under the joint in the scene tree.
Automatically set the `baked_light` bool when applying a lightmap to an
instance. This ensures the disabling of dynamic lights when the
bake mode is set to ALL.
Based on the doc, I wasn't sure if get_closest_point would return the
closest baked point or the closest "source" point. It seems to use
baked:
8faecd6a47/scene/resources/curve.cpp (L809)
(cherry picked from commit ef5042a70f)
This fix request_completed being emitted two times, the first with the
result, the second as a failure when retrieving responses served with
read-until-EOF.
(cherry picked from commit d61cd469f1)
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.
3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.
Class reference is also updated and slightly improved.
`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
Antialiasing is not supported for batched polys. Currently due to the fallback mechanism, skinned antialiased polys will be rendered without applying animation.
This PR simply treats such polys as if antialiasing had not been selected. The class reference is updated to reflect this.
The problem happened on methods `get_screen_position`, `get_screen_size`
and `set_current_screen` when they were passed a negative screen value.
Fixes:
- #46184
- #46185
- #46186
Two common problems have emerged as a result of transform snapping:
1) Camera jitter with a camera following a snapped object
2) Pixel gaps between e.g. a platform and a player, where a platform rounds down and a player rounds up
Using round seems to greatly reduce problems due to camera jitter. It also may prove better for pixel gaps because pixel art is often designed on a grid, so whole numbers are too expected, which are unstable with floor().
A template for `jsdoc` that generat the HTML5 public classref.
The script can be run via `npm run docs` to print to stdout.
You can dry run via `npm run docs -- --d dry-run` or write to file via
`npm run docs -- -d /path/to/file.rst`
Also update Makefile in `doc/` and add dry run test to CI.
(cherry picked from commit 472482013e)