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Merge pull request #42927 from lawnjelly/octree_default

Change render octree balance default
Rémi Verschelde 4 jaren geleden
bovenliggende
commit
2e073ecbea
2 gewijzigde bestanden met toevoegingen van 2 en 2 verwijderingen
  1. 1 1
      doc/classes/ProjectSettings.xml
  2. 1 1
      servers/visual_server.cpp

+ 1 - 1
doc/classes/ProjectSettings.xml

@@ -1205,7 +1205,7 @@
 			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>

+ 1 - 1
servers/visual_server.cpp

@@ -2442,7 +2442,7 @@ 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);