- Implement shadow fading when using the Orthogonal shadow mode
(like in `master`).
This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.
This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.
The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
* Moves 3D Camera interpolation scene side.
* Automatically switches `get_camera_transform()` to report interpolated transform during `_process()`.
* Fixes `ClippedCamera` to work with physics interpolation.
`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.
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.
Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.
Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.
- DarkKilauea, akien-mga
0572346985