-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
Instead of references. This is needed because those function pointers
are used in GDNative which needs to work with plain C, which doesn't
support passing parameters by reference.
- added `state` as a property to restore internal state of RNG;
- `get_seed()` returns last seed used to initialize the state rather than the current state.
Co-authored-by: MidZik <matt.idzik1@gmail.com>
- Avoid spaces in Mono log file names.
- Use a `.log` extension for Mono logs, just like non-Mono logs.
- Use periods to separate hours/minutes/seconds for non-Mono logs.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
- Initialize Object pointer to nullptr so it's not used by mistake.
- When setting an Object check if it's a reference so refcounting works
as intended.