During the development of 3.3, internationalization features were added to allow arbitrary bone and node names.
However, doing so will break all references and existing animation clips for projects upgraded from 3.2
This adds an import setting, enabled by default, but disabled for newly generated .import files which restores the old behavior.
Seeking isn't implemented in built-in video formats and can only
be supported in GDNative-provided video formats.
(cherry picked from commit ea46639e22)
in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
(cherry picked from commit 564ddcde77)
This modal dialog displayed when the page is loaded. It can be
dismissed permanently by clicking the "OK, don't show again" button.
Clicking outside the modal will only dismiss it once.
This dialog is used to remind people that the HTML5 editor is still in
release candidate stage and isn't considered production-ready yet.
(cherry picked from commit 8b08146894)
This was forgotten when renaming 3.2.4 to 3.3.
Once 3.3-stable is out and we branch off to 3.3, the BASE_BRANCH should
be bumped to 3.3 in that branch.
When users create an invalid shader, the shader->valid flag is set to false. Batching previously assumes that shaders are valid, and this can result in primitives with invalid shader being joined, causing visual errors.
This PR prevents joining items that have invalid shaders.
This non-obvious behavior can take a while to discover and fix,
so it's important to mention it in the class reference.
(cherry picked from commit 554742312d)
Allows users to override default API usage, in order to get best performance on different platforms.
Also changes the default legacy flags to use STREAM rather than DYNAMIC.
MeshInstance added as child nodes for CollisionObject debug shapes can
be invalidated while deleting the collision object (child nodes are
deleted first), which caused accesses to invalid memory in
shape_owner_remove_shape that lead to random crashes.
Also optimized accesses to shapes to avoid copy-on-write on each
iteration.
When using modulate_fvf, final_modulate was still being applied on CPU in some circumstances, AS WELL as in the shader. This double application resulted in the wrong color.
This PR prevents CPU multiplication of final_modulate when modulate_fvf is in use.
It also applies an OR to the joined item flags with each item joined. This fixes a bug where a smaller FVF is used than required, resulting in incorrect colors.
In rare cases default batches could occur which were containing commands that were not owned by the first item referenced by the joined item. This had assumed to be the case, and would read the wrong command, or crash.
Instead for safety in this PR we now store a pointer to the parent item in default batches, and use this to determine the correct command list instead of assuming.
- Display the frame time in addition to FPS.
- Frame time is a more objective measurement in comparison to FPS,
but FPS is more familiar to people less acquainted with profiling.
- Rename "Game" to "Project" for the project FPS printing line.
(cherry picked from commit 157d8e4d36)