When a Graph contains cycles, e.g. 1->2->3->1 _layering would end
up in an infinite loop since IS_SUBSET would never be true.
By keeping check of the size of z, which contains the already layered
nodes, one can detect a freeze (since it should change after
current_layer increases. If it doesn't "u" didn't change and q and u
will never be equal resulting in a freeze/infinite while loop).
If a freeze happens warn the user and put all the nodes part of the
cycle (leftover in p) to the first layer which will end up in them
being listed top to bottom.
This behavior was inconsistent with other editor-only nodes such as
Position3D, Position2D and ReferenceRect. It also caused issues when
a script extended RootMotionView as it ceased to work when the project
was run.
- Change Tree's drop_position_color from orange to white.
- Change ItemList's guide_color to the same color as Tree's, which fits in with a dark theme better.
Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.
This affects both 2D and 3D particles, and both CPU and GPU-based particles.
ColorPicker has both a Color and HSV values for the currently selected
color, fixed a few cases where those were not kept in sync.
Refactored a little regarding this, and removed a redundant update.
Solves #63777
- Add `positive_only` property hint to disallow using negative presets.
These values are clamped in several places in the editor already,
so this avoids displaying presets that don't work.
- Move the Zero preset at the end of the positive list to match
the custom property editor. It's also used less often than Linear,
Ease In and Ease Out.
- Rename presets to be consistent between the easing property editor
and custom property editor.
- Remove unused `inout` hint which was redundant since it was already
the default.
- Increase the default non-volumetric fog density to 0.01 to make
adjustments more visible.
- Use a less saturated non-volumetric fog color by default
(a mix of the sky and horizon colors of the new default
ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
in more realistic appearance of volumetric fog, at a very low
performance cost.
This makes the default behavior consistent between SpriteBase3D,
BaseMaterial3D and imported glTF scene materials.
Alpha scissor threshold property hints now allows for more precise
adjustments as well.
- Rename RayCast2DEditorPlugin to Cast2DEditorPlugin and make it also support editing ShapeCast2D.
- Apply RayCast2D debug drawing improvements from #46675 to ShapeCast2D.
Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.
- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
This is a virtual method that can be used to add additional error
condition checks while the connection is still being dragged. If true is
returned, the connection is valid. If false is returned, the connection
is invalid and thus not possible (ie. it will not snap). The virtual
method is exposed with an underscore to scripts.
Previously, the data used by `update_scrollbars()` and `_update_dimensions()` in their calculations depended on each other, which caused some problems.
Now, the calculation of `child_max_size` is put into `get_minimum_size()`, as the containers call `update_minimum_size()` before calling `queue_sort()`.
Make the semantics of variable/function names more clear.
Co-authored-by: Aaron Record <aaronjrecord@gmail.com>
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).
`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.
This can be used to create videos that stop at a specified time
without having to write any script.
A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.
A method was also added to get the path to the output file from the
scripting API.
The new default values are more usable in real world scenarios
when smooth fading of distant decals is desired for performance reasons.
The Decal distance fade property hints were adjusted based on the
GeometryInstance3D visibility range fade property hints. `or_greater`
was also added to allow specifying larger values if needed.