- Replaces BuildPoly with Build2DFaces, which creates faces as each
pair of face intersections are processed, instead of trying to create
them after all the intersections are processed. Ensures that faces are
merged when possible, and removes degenerate triangles.
- Treats the child as inside the parent when faces are coplanar.
- General clean up of csg.h and csg.cpp.
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
MinGW should support both its own format `.a` and MSVC's format `.lib`, but Mono's module was only using the former. With this change it's now possible to build with MinGW and link the official Mono for Windows which is built with MSVC.
Since the new audio system in 3.0 we switched the OGG support to
stb_vorbis, and the Opus stream support was disabled as incompatible
(see #7496).
We still build the libraries as they are needed by the theora and webm
modules, but we don't need any Godot code apart from `register_types`.
Fixes#7496.
(cherry picked from commit 7f6b62cef0)
- Improve the SCsub to allow unbundling and remove unnecessary code.
- Move files around to match upstream source.
- Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23
to ensure we don't have local modifications.
- Doesn't actually build against current version 5.0.1 due to the lack
of the new ArmaturePopulate API that Gordon authored. We'll have to
wait for a public release with that API (5.1?) to enable unbundling.
(cherry picked from commit 9d8a9ea826)
Icons are no longer upsampled when using an integer editor scale.
This makes some icons slightly less crisp, but the icons themselves
can be adjusted to mitigate this. When using a non-integer editor
scale setting, upsampling is kept as it improves crispness in a
far more visible manner.
When upsampling is disabled, this speeds up the theme generation
by about 100 ms on average, making the project manager and editor
start slightly faster. This also speeds up switching between themes.
(cherry picked from commit 9e3393a624)
af9bb0ea15 fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.
While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.
As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.
This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.
Fixes#35760.
(cherry picked from commit da411d1625)
The behavior for Basis and Transform2D is unchanged, and Transform gets new behavior. All of the behavior is identical to GDScript's behavior.
(cherry picked from commit 0a39c7b354)
The minimum value of the slider was changed to 0.2 as zooming
works in increments of 0.2. This way, the value can go back to 1
after you've reached the slider's minimum value.
(cherry picked from commit 4c1b2171b0)
An error message is now printed when trying to set the number of octaves
above the maximum allowed value.
The magic constant was also replaced with a define that can be
easily changed.
This closes#28714.
(cherry picked from commit 13622d40fc)
This should greatly decrease latency for the most common use cases.
A new function WebSocketPeer::set_no_delay will allow to configure it if
so desired.
We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
The code was attempting to dynamic cast the native instance to Reference after
the managed instance was disposed. As the managed instance acts as a Ref,
the native instance was freed during that disposal.
This made the dynamic cast fail and we attempted to memdelete a second time.
The fix is to make the dynamic cast before disposal.
Because of the weird case with multi-threading and ResourceLoader, it can be the case that a resource is GCed while being referenced again in the main thread. In such cases, a new unsafe reference is created before the finalizer thread removes the previous one.
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.
As our script class parser is error prone, we should not impede the build from continuing because of a parsing error.
This should be reverted in the future once we switch to Roslyn.