This is a minor usability tweak.
The light functions replace the default ones, so even if empty
they will avoid the current shader to have proper lighting and
users will have no idea why.
Code was changed to have the shader function commented by default,
indicating that uncommenting replaces the default function.
(cherry picked from commit c430ff2396)
From what I could see only SSAO & SSIL were affected when they both
call:
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);
Also documented what setup_command_buffer & draw_command_buffer are for.
(cherry picked from commit c9ec1f7727)
- Mention the Use Nearest Mipmap Filter project setting.
- Fix nearest mipmap claiming to always use bilinear filtering
(it uses trilinear filtering by default, like linear mipmap).
(cherry picked from commit 47cadda3ad)
This has been another successful short release cycle for Godot 4, with
more than 1850 commits authored by over 350 contributors in 5 months!
We managed to publish 3 feature releases (4.0, 4.1, and 4.2) in a year,
for the first time ever. Despite the short development cycle, both 4.1
and 4.2 have been absolutely feature packed! We're happy with that
development pace overall, and ready to start planning our 2024 releases
with a similar workflow.
Thanks to all the contributors for your amazing work, and to the
Godot community at large for your incredible support <3
We're changing the format of the changelog as the previous one based on
Keep a Changelog required too much manual work to maintain.
We now link to relevant resources, notably our online interactive
changelog, and copy the grouped changelog generated by this tool.
It's a bit less curated than before, as we used to remove entries which
aren't that relevant to end users, and sort them under Added/Changed/
Removed/Fixed, but this was done manually and thus a huge chore.
Past changelogs are also removed and replaced with links to the
changelogs in their respective feature branches.
Works around #85365, but it's likely only a partial fix.
The proper fix would be to remove the Object pointer from the TrackCache
and always go back to the ObjectID before doing operations like this.
The issue occurred because during the 'close' event, the logic was trying to terminate the native engine on the UI thread instead of doing on the render thread.