Valgrind was showing a read from uninitialized memory. r_fill_state.curr_batch->color is unset (for performance reasons), so can contain random data.
This actually doesn't matter in practice, since logically this uninitialized state can only occur when change_batch is set, and the only side effect is that change_batch is set. Hence why no bugs occur in practice.
This PR prevents this read from uninitialized data. It is likely free in terms of performance after optimization, and keeps the Valgrind logs clearer, so why not.
(cherry picked from commit 23fedc0d1a)
This mostly reverts the approach in #62628, which now the problem is better scoped, looks overengineered and instead focuses on the few cases where there's something to take care of.
(cherry picked from commit a2ed82d3b2)
Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".
(cherry picked from commit 18bb668a2e)
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
Adds the is_process_running function to the native OS class and exposes it to script.
This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.
Documentation is updated to reflect new API function.
(cherry picked from commit f3c1232c59)
This was comparing arrays, GCC 12 raises a warning for it:
```
drivers/gles2/shader_gles2.cpp: In member function 'bool ShaderGLES2::bind()':
drivers/gles2/shader_gles2.cpp:80:71: error: comparison between two arrays [-Werror=array-compare]
80 | if (active != this || !version || new_conditional_version.key != conditional_version.key) {
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~
drivers/gles2/shader_gles2.cpp:80:71: note: use unary '+' which decays operands to pointers or '&'component_ref' not supported by dump_decl<declaration error>[0] != &'component_ref' not supported by dump_decl<declaration error>[0]' to compare the addresses
```
When compressed vertex positions are used in a blend shapes mesh, we
need to make sure we set the w-component of the position vector to 1.0
When octahedral compression is used on normals/tangents, they need to be
converted to cartesian floats to be used for blend shapes
This conversion also changes the number of components of that vertex
attribute, which caused issues because previously there was an
assumption that you had the same number of components in the blend shape
buffer as you did in the original mesh's buffer (which is not true for
oct norm/tang)
Previously, conditionals set on the shader would change outside of the
_render_list function when blend shapes were used
This is an issue because the function keeps track of the previous shader
state to try to minimize state changes
Now we keep all this shader state change within the _render_list
function to ensure the saved previous state is correct
Adds fixed timestep interpolation to the visual server.
Switchable on and off with project setting.
This version does not add new API for set_transform etc, when nodes have the interpolated flag set they will always use interpolation.
Wrapper functions for uploading buffers to OpenGL take all sizes and offsets in bytes. Some buffer sizes are specified as units (e.g. float) so require conversion to bytes when calling the buffer upload functions.
Two such bugs have been fixed in blendshapes, and parameter names and comments have been changed to emphasize that sizes should be in bytes.
In addition DEV_ASSERTS in the upload wrappers have been changed to ERR_FAIL.
Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
(cherry picked from commit 1bdb82c64e)
On some platforms, exporters are prevented from exporting S3TC textures. This causes problems if the .import file contains a reference to such a texture - the exported project will attempt to load the S3TC, fail, and probably crash.
This PR prevents this problem by faking lack of hardware support for S3TC on the affected platforms. This prevents the engine attempting to load the S3TC and avoids the problem.