[3.x] Physics Interpolation - Reduce unnecessary VisualServer updates#104854
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lawnjelly merged 1 commit intogodotengine:3.xfrom Apr 7, 2025
Merged
[3.x] Physics Interpolation - Reduce unnecessary VisualServer updates#104854lawnjelly merged 1 commit intogodotengine:3.xfrom
VisualServer updates#104854lawnjelly merged 1 commit intogodotengine:3.xfrom
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With the new `SceneTreeFTI`, most xforms are updated to the server externally by the FTI system, so it is no longer necessary to update the server on each `NOTIFICATION_TRANSFORM_CHANGED`.
rburing
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Apr 6, 2025
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Looks fine given the frame/tick update calls recently added to SceneTree.
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Thanks! |
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Ah as I suspected there was a risk of regression here and I'm seeing a visual change in Wrought Flesh, I'll see if I can pin it down and do a fix. Likely a loading case where we need to call notify_change. UPDATE: |
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With the new
SceneTreeFTI, most xforms are updated to the server externally by the FTI system, so it is no longer necessary to update the server on eachNOTIFICATION_TRANSFORM_CHANGED.Each call to
VisualServer::get_singleton()->instance_set_transform()incurs some expense, so it is sensible to reduce these when they are superfluous (as a later update will be made bySceneTreeFTIimmediately prior to rendering).Notes
DIRTY_GLOBAL_INTERPOLATED.NOTIFICATION_TRANSFORM_CHANGEDwill be no-ops forVisualInstancesin this situation (which isn't ideal), however we need to (for now) allow any derived classes the opportunity to respond to the notification. This can possibly be further optimized in the future.