From 10cdfda894519d8995c1966cfa576db26ec58489 Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Tue, 20 Oct 2020 08:49:52 +0100 Subject: [PATCH] Change render octree balance default Another bug in the octree has been discovered which can cause flickering in rare circumstances : #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). --- doc/classes/ProjectSettings.xml | 2 +- servers/visual_server.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 00c151f0806a..a290c3c60d1b 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -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. - + 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. diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index 9d31e501a714..f175c60d32cc 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -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);