Implemented some basic caching to avoid unnecessary AOT compilation
of unchanged assemblies that were already compiled previously.
This reduces iOS export times considerably for subsequent builds
since many dependencies never change, such as framework assemblies
and the Godot bindings.
The AOT compiler asm output and object files are now placed in
`res://.mono/temp/obj/<CONFIG>/godot-aot-cache/` instead of a
temporary directory.
I had forgotten to add a call to update_portal_tools() at the end of the SpatialEditor constructors. This ensures that the portal UI is off by default in normal use without portals.
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).
Once converted to the native Godot nodes there is no longer a need for the naming requirements.
This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.
It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.
Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.
In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
When the `sync_after_draw` feature was on it was possible for the profiler's frame_time measurement to be incorrect. This fixes this problem by storing the raw measured time for use by the profiler.
When using the preview camera feature it turns out as well as culling the game objects, this also culls the editor gizmos from the preview camera, which makes the editor hard to use in this mode.
To get around this problem we simply disable frustum culling for GLOBAL portal_mode objects when in preview camera mode. This could be a bit slower in an editor scene with lots of gizmos but is the simplest way of solving the problem.
This makes it easier to notice that some menu items only appear when
specific nodes are selected.
This change applies to both 2D and 3D editors, including both plugin-based
menus and the hardcoded 2D layout/animation contextual menus.
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors
Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>
Binormal sign is encoded in the y coordinate of the encoded tangent
Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors
sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing
Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults
Created shader flags to specify whether octahedral or cartesian vectors
are being used
Updated importers to use octahedral representation as the default format
for importing meshes
Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
event.is_action("my_action", true)
```
Co-authored-by: Eric M <itsjusteza@gmail.com>
If the user changed the portal Z scale in the editor the portal margin display could become incorrectly sized.
This is because the portal margin is measured in world space units, and has to be back calculated into model space using the inverse global transform of the portal node. The model space size of the margin is thus tied to the current scale of the node.
This PR forces updating the gizmo each time the transform is changed. This isn't super efficient, but as this is an editor only feature it should be okay, and it is unlikely to be a performance problem.