- 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).
* Move client interpolation pump to earlier in the iteration before 3D physics synced
* Allow `get_global_transform_interpolated()` to prime the client interpolation inside a physics tick
* 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.
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.