In order to prevent glitches when unhiding nodes, set_transform() is still called to the VisualServer even for hidden nodes when the node is interpolated. This activates a lot of logic which is not necessary just to keep the previous transform updated.
This PR adds an early out which misses out on the unnecessary logic when instances are invisible.
- lawnjelly
ec9a17cfad
Exposes the "interpolated" flag on nodes via a property, physics_interpolation_mode.
Mode can be INHERIT, OFF and ON. This makes it easy to turn off interpolation for nodes in the editor, versus via code. - lawnjelly
0ab077fcef
References to "idle time" are progressively being replaced by
"process time" throughout the engine to avoid confusion.
This also changes some debug prints to be printed only when verbose
mode is enabled (like in `master`).
Automatically starts the editor debug server at given <IP>:<PORT>.
E.g.:
# Run editor and debug server listening on any interface, port 8080
godot3 -e --path proj/proj_empty --debug-server *:8080
# Run the godot project connecting to that debug server.
godot3 --path proj/proj_empty --remote-debug 127.0.0.1:8080
- Faless
225e75daba
Allow AStar/AStar2D zero point weight.
Limit was set to 1 which seemed like an arbitrary value as lower values down to zero can be useful for common gameplay navigation elements like teleports.
Adds the is_process_running function to the native OS class and exposes it to script.
This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.
Documentation is updated to reflect new API function. - mdavisprog
53fb0440d3
I did change it a bit.
Users happening across any of the Container pages may not already know the intent of Containers, or which others are available. This commit adds a link to the existing "GUI containers" page in their tutorials sections.
(cherry picked from commit 3b941ed98cfb1f72c35684f1d4d458dacd482c63)
We shouldn't presume that future compilers will not have false positives or
find new occurrences of this warning, which would break compiling old versions
of the engine without passing custom `CXXFLAGS`.
Follow-up to #60652.
(cherry picked from commit e55d30768a83f027f2c36e106e0ad5320723709d)
This feature makes it possible to workaround problems such as:
- long baking time due to heavy synchronization when parsing geometry
from mesh instances
- crash when freeing `NavigationMeshInstance` while baking
- errors when actively baking node tree is being detached from the
scene tree