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Change render octree balance default
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Another bug in the octree has been discovered which can cause flickering in rare circumstances : godotengine#42895

For safety until this is fixed properly this PR reverts the default state of the octree to match the old behaviour, which doesn't appear exhibit the bug (or at least not as readily).
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lawnjelly committed Oct 20, 2020
1 parent f442dc0 commit 10cdfda
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion doc/classes/ProjectSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -1202,7 +1202,7 @@
See also [member rendering/quality/skinning/force_software_skinning].
[b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
</member>
<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.17">
<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.0">
The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
Larger branches can increase performance significantly in some projects.
</member>
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2 changes: 1 addition & 1 deletion servers/visual_server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2441,7 +2441,7 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/quality/skinning/force_software_skinning", false);

const char *sz_balance_render_tree = "rendering/quality/spatial_partitioning/render_tree_balance";
GLOBAL_DEF(sz_balance_render_tree, 0.17f);
GLOBAL_DEF(sz_balance_render_tree, 0.0f);
ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));

GLOBAL_DEF("rendering/quality/2d/use_software_skinning", true);
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