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FTI - Fix SceneTreeFTI
depth limit behaviour
Fixes off by one bug, and increases the limit slightly.
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parent
9a5d6d1049
commit
cee37f0234
2 changed files with 2 additions and 2 deletions
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@ -286,7 +286,7 @@ void SceneTreeFTI::_create_depth_lists() {
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// This shouldn't happen, but wouldn't be terrible if it did.
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// This shouldn't happen, but wouldn't be terrible if it did.
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DEV_ASSERT(depth >= 0);
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DEV_ASSERT(depth >= 0);
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depth = MIN(depth, (int32_t)data.scene_tree_depth_limit);
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depth = MIN(depth, (int32_t)data.scene_tree_depth_limit - 1);
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LocalVector<Node3D *> &dest_list = data.dirty_node_depth_lists[depth];
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LocalVector<Node3D *> &dest_list = data.dirty_node_depth_lists[depth];
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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@ -77,7 +77,7 @@ class SceneTreeFTI {
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};
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};
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struct Data {
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struct Data {
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static const uint32_t scene_tree_depth_limit = 32;
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static const uint32_t scene_tree_depth_limit = 48;
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// Prev / Curr lists of Node3Ds having local xforms pumped.
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// Prev / Curr lists of Node3Ds having local xforms pumped.
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LocalVector<Node3D *> tick_xform_list[2];
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LocalVector<Node3D *> tick_xform_list[2];
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