It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.
Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.
Also the room conversion logs are refined to be more compact and informative.
A warning icon is also added in the gizmo for portals where autolink fails.
Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
When BlendSpace2D switches animations, it will now correctly
calculate the previous animation position and length and
apply is to the new animation.
(cherry picked from commit bcb1e2b79f)
This prevents setting too large values and crashing the editor.
Very low values are also no longer allowed since they are generally
not detailed enough to represent complex gradients, leading to confusion.
(cherry picked from commit 2c7813385d)
When appending text (either via `set_text()` or by pasting from clipboard),
if the input would make the `LineEdit` exceed its configured `max_length`,
the input text is truncated to fit. The discard part is passed as a parameter
in the `text_change_rejected` signal.
Fixes#33321.
Fixes#41278.
Also cleaned up unimplemented `max_chars` property in `TextEdit`.
Co-authored-by: Tony-Goat <70238376+Tony-Goat@users.noreply.github.com>
(cherry picked from commit 9a1ce8e6c3)
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
Specific change for 3.x:
Add support for Vector<Vector3> and PoolVector<Vector3> in the convex hull generator.
The CylinderMesh generation code handles this special case and
avoids generating the top and bottom faces if their radius is equal
to 0. This improves performance by reducing the number of vertices
to draw.
If both values are set to 0, nothing will be visible but the mesh
generation will still succeed.
This also improves the CylinderMesh class documentation.
(cherry picked from commit b4ed84ba2b)
Regression fix: update_exports is tool only and should be used only in
the editor, otherwise it can cause export variable overrides from
instances to be discarded in favor of the parent's value.
(cherry picked from commit f1587c8a7d)
A value of 0 rings is valid and results in a non-subdivided cylinder.
Compared to the previous lowest allowed value (1), a value of 0 halves
the triangle count in any cylinder.
This backports the improved RayCast debug drawing functionality
from the `master` branch.
`ArrayMesh.clear_surfaces()` was also backported from the `master`
branch and exposed because the new debug drawing code requires it.