`set_portal_active()` was being called loading packed scenes prior to entering the tree, visual server portals had not been fully created at this point hence the call was being ignored with an error flagged.
This PR defers the call until after entering the tree.
Physics body previously stored the RID of a collision object and accessed it on the next frame, leading to a crash if the object had been deleted.
This PR stores the ObjectID in addition to the RID, and checks the object still exists prior to access.
Add scene side discrete level of detail.
New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
It turns out `NOTIFICATION_TRANSFORM_CHANGED` is deferred for these nodes, which can mean the transform is not set in the `VisualServer` until after the reset has been sent, even if the transform is set before the reset in script. This prevented the reset from acting correctly.
Here we explicitly set the transform prior to each reset, to ensure the `VisualServer` is up to date.
This fixes a minor bug whereby facecount was actually returning the facecount * 3.
There were no major problems from this, but it did mean the optional threshold poly count used when merging was out by a factor of 3.
This fix works in both GLES3 and GLES2.
The rendering formula in the shader was adjusted to further improve the
sharpness/antialiasing quality balance.
- lawnjelly and Calinou
bc607fb607
Existing shadow caster culling using the BVH takes no account of the camera. This PR adds the highly encapsulated class VisualServerLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum.
This is used to:
* More accurately defer dirty updates to shadows when the shadow volume does not intersect the camera frustum.
* Tighter cull shadow casters to the view frustum.
Lights dirty state is now automatically managed:
* Continuous (tighter caster culling)
* Static (all casters are rendered)
- lawnjelly
8ca631a466
Logging is now allowed in any TOOLS build (rather than just in the editor), but still prevented in final exports.
Logging can be switched off via project settings.
Autoplacement is now logged.
* Re-introduces a property for portals to decide whether they are included in room bounds during room conversion.
* Adds a special case for portals that extend into the start room, which may be caused by level design inaccuracies.