The functions that used it already use a threadsafe FIFO queue
to communicate between threads and a sync to have the main thread
wait for the render thread.
Fixes#35718
Backport of this PR: https://github.com/godotengine/godot/pull/63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
Some logging messages were still being issued when portals/debug/logging was false. This could be annoying in games that stream in parts of levels and repeatedly call `rooms_convert()`.
This PR allows all but essential logging to be disabled.
In situations where rooms are converted multiple times, the previous room hint ID can reference a room number that is out of range of the new number of rooms. This fixes the bug by checking the room hint ID is within range.
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".
Adds instances to the transform update list as well as the interpolate update list when unhiding them. This ensures that the system auto-detects non-moving objects, and removes them from the interpolate update list on the next tick, preventing unnecessary updates.
A previous optimization prevented instances being added to the interpolation lists when hidden to save processing. This caused a regression when unhiding nodes outside of the physics tick - the interpolated transforms would be stale until the next physics tick, causing a glitch.
This PR readds instances immediately to the interpolation lists when they are unhidden, preventing this glitch.
Moving objects being added during instance_moving_create() were incorrectly not forcing a full check to find which room they were within. This could result in moving objects being re-added not correctly identifying their current room, and thus culling incorrectly. This PR forces a full check on calling instance_moving_create.
In order to prevent glitches when unhiding nodes, set_transform() is still called to the VisualServer even for hidden nodes when the node is interpolated. This activates a lot of logic which is not necessary just to keep the previous transform updated.
This PR adds an early out which misses out on the unnecessary logic when instances are invisible.
It has been pointed out to me that it is far more useful to display the NodePath in the warning than the name of the node, as there may be lots of nodes sharing the same name in a project. This PR fixes this.
When physics interpolation is active on a node, it is essential that transforms are updated during "_physics_process()" rather than "_process()" calls, for the interpolation to give the correct result.
This PR adds optional warnings for instances, cameras and multimeshes which can flag updates being incorrectly called, and thus make these problems much easier to fix.
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.
Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
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.
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)
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
Due to an optimization to prevent processing except when camera rooms changed, the ticking synchronization and updating of previous and current lists could get out of sync for affected objects, leading to missing gameplay notifications.
This PR adds new paths to properly support and synchronize objects in this "room based" path.
Refactors the BVH to make it more generic and customizable. Instead of hard coding the system of pairable_mask and pairable_type into the BVH, this information is no longer stored internally, and instead the BVH uses callbacks both for determining whether pairs of objects can pair with each other, and for filtering cull / intersection tests.
In addition, instead of hard coding the number of trees, the BVH now supports up to 32 trees, and each object can supply a tree collision mask to determine which trees it can collide against.
This enables the BVH to scale to either the two or 3 trees needed in physics, and the single tree used without pairing in Godot 4 render tree.
The gameplay monitor wasn't being unloaded correctly in between levels. This meant that exit signals were not being sent, and entered signals for the new level were being missed.
This PR sends appropriate exit signals on unloading, and clear the data.
The line width of thick lines was being applied on both sides of the line, resulting in a line that was twice as thick as requested.
This PR fixes this embarrassing oversight.