This mostly reverts the approach in #62628, which now the problem is better scoped, looks overengineered and instead focuses on the few cases where there's something to take care of.
(cherry picked from commit a2ed82d3b2)
Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".
(cherry picked from commit 18bb668a2e)
Previously, conditionals set on the shader would change outside of the
_render_list function when blend shapes were used
This is an issue because the function keeps track of the previous shader
state to try to minimize state changes
Now we keep all this shader state change within the _render_list
function to ensure the saved previous state is correct
Adds fixed timestep interpolation to the visual server.
Switchable on and off with project setting.
This version does not add new API for set_transform etc, when nodes have the interpolated flag set they will always use interpolation.
Wrapper functions for uploading buffers to OpenGL take all sizes and offsets in bytes. Some buffer sizes are specified as units (e.g. float) so require conversion to bytes when calling the buffer upload functions.
Two such bugs have been fixed in blendshapes, and parameter names and comments have been changed to emphasize that sizes should be in bytes.
In addition DEV_ASSERTS in the upload wrappers have been changed to ERR_FAIL.
Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
(cherry picked from commit 1bdb82c64e)
- Prevent debug enforced use of ubershader on shaders not supporting it
- Use unsigned integer for ubershader flags
- Add project setting for disabling async shader compilation on mobile
- Stop sampling some textures through different kinds of samplers at the same time
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.
This can be fine on high power desktops but can be an annoyance on lower power machines.
This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.
An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:
* Continuous
* Update all changes
* Update vital changes