- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
Index to find the last line wrap index was off by one, which prevented the first wrapped line to trigger autoscroll.
(cherry picked from commit 121030940c)
Added BakedLightmap.use_hdr and BakedLightmap.use_color properties
that can reduce the flie size of lightmap texture at the expense of quality.
Changed the denoiser to work in a single buffer, reducing RAM
usage. Also added the `-mstackrealign` flag in the denoiser compilation
for MinGW builds. This flag helped fix a bug in Embree, so I want to see
if it will help fix GH #45296.
Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
(cherry picked from commit e5e9be8355)
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.
When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
- Fix crash when a ray hits a texel with a UV2 coordinate exactly
equal to 1.0.
- Take BakedLightmap extents into account.
- Clear capture data between bakes.
- Fix minor issues with seam correction.
When visual instances are hidden, there is no need to update their global transforms and send these to the visual server. This only needs to be done when the objects are reshown.
This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
(cherry picked from commit 73e62dffb9)
After adding `_change_notify("extents");` to `set_extents()` method in `BakedLightmap` class
the issue was fixed
Fix disconnection between Gizmo and inspector values on BakedLightmap
Remove unnecessary `_change_notify("bake_extents")` call from `set_extents()`