The length of an Animation isn't automatically set by adding keys, and
it must be set manually. The existing example only has keys up to 0.5s,
so the default value of 1.0s may be acceptable. However, this results in
unexpected behavior for anyone who makes an animation longer than 1.0s.
Include animation.length in the example because it's important.
Also, increase the key position to 2.0s so it won't be confusing that
the assignment is somewhat redundant.
(cherry picked from commit 698c67d540)
- Mention the Use Nearest Mipmap Filter project setting.
- Fix nearest mipmap claiming to always use bilinear filtering
(it uses trilinear filtering by default, like linear mipmap).
(cherry picked from commit 47cadda3ad)
For FORMAT_XXXH half-precision format constants, the description uses GL_XXX32F, which is incorrect.
This fixes it to GL_XXX16F to align with the intended precision.
(cherry picked from commit 4a2de1e17a)
- There's no implicit conversion from `double` to `int`, a cast was missing.
- The example about literals in GDScript also applies to C# (with the same syntax even).
(cherry picked from commit 0897a795c3)
Improve MeshDataTool.get_face_vertex() method description and also add an example code.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
(cherry picked from commit adb0d0ea58)
This is useful when animating pixel art sprites in the 2D editor,
as a value of `1` is often too large when zoomed in.
(cherry picked from commit a39190a18f)
This means no CPU occlusion culling (and not compiling Embree), unless
you compile custom export templates with `module_raycast_enabled=yes`.
This reduces the memory footprint significantly, and binary size.
Fixes#70621.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit 8c40edf8c0)
Firefox will always report the user's GPU as a GeForce GTX 980 in
an attempt to make fingerprinting more difficult.
This is not the case in Chromium-based browsers though.
(cherry picked from commit c751f190c9)
During GDC and general testing on Steam Deck units, we found that single
gamepads would often register inputs twice under certain circumstances.
This was caused by SteamInput creating a new virtual device, which Godot
registers as a second gamepad. This resulted in two gamepad devices
reporting the same button presses, often leading to buggy input response
on games with no multi-device logic and other-wise could cause intended
Steam rebindings to not work as intended (for example, swapping o and x
on a playstation pad if that feature isn't supported by the game.)
SDL gets around this by taking in a list of devices that are to be
ignored. When valve sees a controller that wants to be rebound via
SteamInput, they push a new VID/PID entry onto the environment
variable `SDL_GAMECONTROLLER_IGNORE_DEVICES` for the original gamepad
so that all game inputs can be read from the virtual gamepad instead.
This leverages the same logic as we are already using SDL gamepad
related HID mappings.
(cherry picked from commit 8de98dbf21)
Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
(cherry picked from commit 293302ccd8)