|
@@ -1151,6 +1151,16 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
|
|
|
|
|
|
instance->visible = p_visible;
|
|
|
|
|
|
+ // Special case for physics interpolation, we want to ensure the interpolated data is up to date
|
|
|
+ if (_interpolation_data.interpolation_enabled && p_visible && instance->interpolated && instance->scenario && !instance->on_interpolate_list) {
|
|
|
+ // Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
|
|
|
+ // This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
|
|
|
+ instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
|
|
|
+ _interpolation_data.instance_interpolate_update_list.push_back(p_instance);
|
|
|
+ instance->on_interpolate_list = true;
|
|
|
+ _instance_queue_update(instance, true);
|
|
|
+ }
|
|
|
+
|
|
|
// give the opportunity for the spatial partitioning scene to use a special implementation of visibility
|
|
|
// for efficiency (supported in BVH but not octree)
|
|
|
|