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Change render octree balance default #42927

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merged 1 commit into from
Oct 21, 2020

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lawnjelly
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Another bug in the octree has been discovered which can cause flickering in rare circumstances : #42895

For safety until this is fixed properly this PR reverts the default settings for the octree to match the old behaviour, which doesn't appear exhibit the bug (or at least not as readily). These can still be overridden via the project setting.

As discussed with @akien-mga

This is just a temporary fix for the beta, it isn't a massive concern as the bug seems rare, and indeed this PR does swap one bug for another (the runaway depth recursion susceptibility of the old octree #38142, when there is no minimum number of elements required before octant splitting). But probably worth doing as a safety measure if I haven't identified the bug source in time.

Another bug in the octree has been discovered which can cause flickering in rare circumstances : godotengine#42895

For safety until this is fixed properly this PR reverts the default state of the octree to match the old behaviour, which doesn't appear exhibit the bug (or at least not as readily).
@akien-mga akien-mga merged commit 2e073ec into godotengine:3.2 Oct 21, 2020
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Thanks!

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