Merge pull request #107178 from lawnjelly/scenetreefti_fix_hidden_forced

[3.x] `SceneTreeFTI` - Fix `force_update` flag for invisible nodes
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lawnjelly 2025-06-12 10:40:49 +01:00 committed by GitHub
commit 5ff65c880e
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@ -288,7 +288,12 @@ void SceneTreeFTI::_create_depth_lists() {
}
#endif
// Prevent being added to the dest_list twice when on
// the frame_xform_list AND the frame_xform_list_forced.
if ((l == 0) && s->data.fti_frame_xform_force_update) {
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
DEV_ASSERT(data.frame_xform_list_forced.find(s) != -1);
#endif
continue;
}
@ -563,11 +568,6 @@ void SceneTreeFTI::_update_dirty_spatials(Node *p_node, uint32_t p_current_half_
// Upload to VisualServer the interpolated global xform.
s->fti_update_servers_xform();
// Only do this at most for one frame,
// it is used to catch objects being removed from the tick lists
// that have a deferred frame update.
s->data.fti_frame_xform_force_update = false;
// Ensure branches are only processed once on each traversal.
s->data.fti_processed = true;
@ -706,6 +706,17 @@ void SceneTreeFTI::frame_update(Node *p_root, bool p_frame_start) {
#endif // not GODOT_SCENE_TREE_FTI_VERIFY
// In theory we could clear the `force_update` flags from the nodes in the traversal.
// The problem is that hidden nodes are not recursed into, therefore the flags would
// never get cleared and could get out of sync with the forced list.
// So instead we are clearing them here manually.
// This is not ideal in terms of cache coherence so perhaps another method can be
// explored in future.
uint32_t forced_list_size = data.frame_xform_list_forced.size();
for (uint32_t n = 0; n < forced_list_size; n++) {
Spatial *s = data.frame_xform_list_forced[n];
s->data.fti_frame_xform_force_update = false;
}
data.frame_xform_list_forced.clear();
if (!p_frame_start && data.periodic_debug_log) {