When compressed vertex positions are used in a blend shapes mesh, we
need to make sure we set the w-component of the position vector to 1.0
When octahedral compression is used on normals/tangents, they need to be
converted to cartesian floats to be used for blend shapes
This conversion also changes the number of components of that vertex
attribute, which caused issues because previously there was an
assumption that you had the same number of components in the blend shape
buffer as you did in the original mesh's buffer (which is not true for
oct norm/tang)
(cherry picked from commit 733a84f7a4)
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
(cherry picked from commit 9988739332)
During room conversion, if a prefixed Spatial is converted to a Room / RoomGroup etc, when using instanced scenes the owner was incorrectly set, resulting in the instanced scene objects being duplicated.
This PR corrects this.
(cherry picked from commit 4ec4b5a60d)
Previously, only one line per 100 files was printed.
This also refactors the print statement to use Godot methods and
make it more informative overall.
(cherry picked from commit 8e57e5dc6a)
New contributors added to AUTHORS:
CakHuri, floppyhammer, rafallus, Sauermann, Scony, trollodel,
winterpixelgames
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit 093b46ddf0)
The GIProbe gizmo was writing values in 3 dimensions to Vector2s. This error was previously being masked by the Vector2 accessor, but now results in a crash or ERR_FAIL message.
This PR removes the Vector2s as they were unused.
(cherry picked from commit e3f84916de)
This removes the dependency on shared libmonosgen installed locally
and makes the artifacts usable as standalone for testing without
needing a full Mono install.
(cherry picked from commit 6475c676a8)
The value is already clamped in the editor, but it wasn't being
clamped when the value was set via code. Values outside the [0.0; 1.0]
range can result in broken rendering.
(cherry picked from commit 08128351a5)
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.
(cherry picked from commit 614dc363ab)
The logo's maximum width is now dependent on the viewport height
in addition to the page width. This prevents the "Start Godot editor"
button from overflowing the page on mobile devices (although the
"Clear persistent data" and "Web editor documentation" buttons will
still overflow for now).
(cherry picked from commit 34a4ff0cef)