Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
When packing a scene node which is not the root, errors where caused
by internal checks in is_editable_instance method.
This check can be safely made outside instead.
(cherry picked from commit 2f6cf3b8a8)
Fixes shear effect with `BILLBOARD_FIXED_Y` when the camera is rotated around the z-axis by rotating the mesh correctly into view space.
Also removes shearing effects that occur when rotating the mesh by excluding the model rotation and scale from the billboard matrix.
(cherry picked from commit d3850a0954)
Fixes#43733: "creating SpatialMaterial in a separate thread creates invalid
shaders (temporarily)."
The bug occurred because various setters called in materials' constructors add
materials to queues that are processed on the main thread. This means that
when the materials are created in another thread, they can be processed on the
main thread before the constructor has finished.
The fix adds a flag to affected materials that prevents them from being added
to the queue until their constructors have finished initialising all the
members.
At runtime, packed scenes with nodes marked as editable instance where
saved with node type tags, which prevented the scene to be then loaded
as an instance, causing duplicated nodes in the tree.
This change ensures nodes marked as editable instances and their owned
children are properly set as instances.
That doesn't make a difference in the editor, since such nodes where
already set as instances based on their instance state, but it helps
at runtime where instance states are disabled.
Co-authored-by: latorril <latorril@gmail.com>
(cherry picked from commit fab88a810c)
This is already supported by FreeType, but it wasn't exposed.
Adding support for WOFF2 would require linking a Brotli decompression
library in Godot, so only WOFF1 is exposed here.
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.
They also work outside the portal system.
This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or SpatialMaterial).
The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
This backports the high quality glow mode from the `master` branch.
Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.
High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.