The translation to larger vertex formats was assuming that batches were rects, and not accounting that the num_commands had a different meaning for lines and polys, so the calculation for number of vertices to translate was incorrect in these cases.
Also prevents infinite loop if a single polygon has too many vertices to fit in the batch buffer.
(cherry picked from commit d08cf5f434)
The final_modulate was incorrectly being set in the uniform on light passes in GLES3 in situations where color was baked in the vertices. This was already correct in GLES2. This PR makes prevents setting final_modulate in this situation.
(cherry picked from commit 35c5ccce9e)
- Modified classes: RigidBody, PhysicalBone, VehicleBody, RigidBody2D, KinematicBody2D
- The input argument is untrusted even in release mode
(cherry picked from commit e075b6b411)
`tech_debt++`, that's what we get for not taking the time to cleanup all this
and do it right...
Follow-up to #48073 and #48102.
(cherry picked from commit a14b51df92)
We need to propagate the hacky checks from the raycast config to the
lightmapper config, as the failure of a `can_build()` check is not notified to
other modules (which might even be checked further depending on the processing
order in SConstruct).
A more thorough fix would be to change SConstruct to do two loops on modules:
one to check `can_build()` and disable modules which can't build, then another
one to rechecked `can_build()` with the new lineup and do further config.
But there would be more risk for regressions than with this ad hoc hack.
Similar story for the `platform/x11/detect.py` change... oh my eyes :(
(cherry picked from commit a2c68d9da7)
* Better handling of the scene's environment energy in the lightmapper
bakes.
* Fixed a bug where ProceduralSky::get_panorama() returned a reference
instead of a copy.
* Removed includes to Embree's internal header files.
(cherry picked from commit 2db2d1153d)
Congratulations to everyone in the Godot community for this awesome new
release!
What started as a 3.2.4 maintenance update for the Godot 3.2 branch finally
evolved to be a very significant release which warranted a version change,
so here we are with Godot 3.3!
It includes close to 2000 commits from over 250 contributors since the 3.2.3
release in September 2020.
Thanks to all involved, whether you contributed code, documentation, bug
reports, translations, community support or donations. You all played a role
in bringing better free and open source game development tools to the world!
During the development of 3.3, internationalization features were added to allow arbitrary bone and node names.
However, doing so will break all references and existing animation clips for projects upgraded from 3.2
This adds an import setting, enabled by default, but disabled for newly generated .import files which restores the old behavior.
Seeking isn't implemented in built-in video formats and can only
be supported in GDNative-provided video formats.
(cherry picked from commit ea46639e22)
in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
(cherry picked from commit 564ddcde77)
This modal dialog displayed when the page is loaded. It can be
dismissed permanently by clicking the "OK, don't show again" button.
Clicking outside the modal will only dismiss it once.
This dialog is used to remind people that the HTML5 editor is still in
release candidate stage and isn't considered production-ready yet.
(cherry picked from commit 8b08146894)
This was forgotten when renaming 3.2.4 to 3.3.
Once 3.3-stable is out and we branch off to 3.3, the BASE_BRANCH should
be bumped to 3.3 in that branch.
When users create an invalid shader, the shader->valid flag is set to false. Batching previously assumes that shaders are valid, and this can result in primitives with invalid shader being joined, causing visual errors.
This PR prevents joining items that have invalid shaders.