Follow-up to #46810, this was missed in #47079 when fixing the issue
for other platforms.
Fixes#48135.
(cherry picked from commit a09f3833bda5c1c695a137d2eb153aeb06141484)
We need to propagate the hacky checks from the raycast config to the
lightmapper config, as the failure of a `can_build()` check is not notified to
other modules (which might even be checked further depending on the processing
order in SConstruct).
A more thorough fix would be to change SConstruct to do two loops on modules:
one to check `can_build()` and disable modules which can't build, then another
one to rechecked `can_build()` with the new lineup and do further config.
But there would be more risk for regressions than with this ad hoc hack.
Similar story for the `platform/x11/detect.py` change... oh my eyes :(
It's possible to link against system zlib on Linux, so we should use system paths.
(cherry picked from commit 93b74061387075909d1b4d29b0e5b2924e06f7d7)
* Better handling of the scene's environment energy in the lightmapper
bakes.
* Fixed a bug where ProceduralSky::get_panorama() returned a reference
instead of a copy.
* Removed includes to Embree's internal header files.
Feature work in 3.x likely won't have a big impact on stability so we can skip
the dev/alpha phases and we'll start directly with a 3.4 beta 1 build once
significant changes have been implemented.
Congratulations to everyone in the Godot community for this awesome new
release!
What started as a 3.2.4 maintenance update for the Godot 3.2 branch finally
evolved to be a very significant release which warranted a version change,
so here we are with Godot 3.3!
It includes close to 2000 commits from over 250 contributors since the 3.2.3
release in September 2020.
Thanks to all involved, whether you contributed code, documentation, bug
reports, translations, community support or donations. You all played a role
in bringing better free and open source game development tools to the world!
During the development of 3.3, internationalization features were added to allow arbitrary bone and node names.
However, doing so will break all references and existing animation clips for projects upgraded from 3.2
This adds an import setting, enabled by default, but disabled for newly generated .import files which restores the old behavior.
Seeking isn't implemented in built-in video formats and can only
be supported in GDNative-provided video formats.
(cherry picked from commit ea46639e22b83ff18d7b85c67b732f6e82ae7df3)
in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
(cherry picked from commit 564ddcde7724310a8ac50e374633e57af1e945cf)
This modal dialog displayed when the page is loaded. It can be
dismissed permanently by clicking the "OK, don't show again" button.
Clicking outside the modal will only dismiss it once.
This dialog is used to remind people that the HTML5 editor is still in
release candidate stage and isn't considered production-ready yet.
(cherry picked from commit 8b0814689423857efd05f1b2c2f16973202cfe1b)
This was forgotten when renaming 3.2.4 to 3.3.
Once 3.3-stable is out and we branch off to 3.3, the BASE_BRANCH should
be bumped to 3.3 in that branch.
When users create an invalid shader, the shader->valid flag is set to false. Batching previously assumes that shaders are valid, and this can result in primitives with invalid shader being joined, causing visual errors.
This PR prevents joining items that have invalid shaders.