When pressing with two fingers at once and pinching, an old coordinate contained in the curr_state dictionary gets added to the base_state dictionary, which causes unintended jumps in both scale and rotation. By clearing base_state the script functions as intended.
- Enable anisotropic filtering in 3D demos, and set the quality to
16× on desktop and 4× on mobile.
- Enable 4× MSAA on some 3D demos that didn't use it beforehand.
- On GLES3 demos, disable MSAA on mobile as these demos are often
more demanding.
- Use more conservative framebuffer allocation settings for better
performance.
- Use PCF13 shadow filtering in GLES2 demos on desktop to benefit
from soft shadows in Godot 3.2.4 and later.
In Godot 3.2.3, this will make shadows smoother but still "blocky".
- Use Lossless compression instead of VRAM compression for
small textures such as the voxel demo texture atlas.