godot/servers/visual/portals
lawnjelly 44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00
..
portal_gameplay_monitor.cpp Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_gameplay_monitor.h Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_pvs.cpp Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_pvs.h Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_pvs_builder.cpp Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_pvs_builder.h Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_renderer.cpp Portals - fix autolink sprawling, refine logs 2021-07-15 13:04:05 +01:00
portal_renderer.h Portals - fix autolink sprawling, refine logs 2021-07-15 13:04:05 +01:00
portal_rooms_bsp.cpp Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_rooms_bsp.h Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_tracer.cpp Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_tracer.h Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_types.cpp Portal occlusion culling 2021-07-14 11:43:23 +01:00
portal_types.h Portal occlusion culling 2021-07-14 11:43:23 +01:00
SCsub Portal occlusion culling 2021-07-14 11:43:23 +01:00