-
-
Notifications
You must be signed in to change notification settings - Fork 21.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[3.x] Fix physics tick counter #92941
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Tested locally, it works as expected on the Truck Town demo running at 15 Hz physics (and 120 FPS rendering). The logic makes sense to me.
I can't really spot a visual difference before and after this PR though.
Luckily it seems (so far) in engine internals little depends on the tick count being correct, so ideally there will be no change / before after. 👍 The input is most affected (particularly the just pressed logic), so I want to double check that when I get a spare moment, before moving out of draft. It's good to fix though because user projects may depend on this, and the tick count is more important to be correct when using physics interpolation, to prevent bugs. |
The counter is now incremented at the start of a physics tick rather than the end.
b9381ea
to
40961d6
Compare
I've had a proper look through the input now, and it seems to make logical sense in the different scenarios. There is some potential for regressions in the input (particularly slight timing differences), but I think everything should operate as before with the I'm slightly in two minds about whether to merge before 3.6 or leave to 3.7, however it is a bug fix, and quite easy to revert if necessary, so maybe we should go for it. The worst likely problem is slight timing difference in rare circumstance. Also although there is an approval any further testing would be appreciated as I have moved the tick increment to after the input flush since then. 👍 |
And there's my cue. Enter Stage Left: ME in the role of THAT GUY. Looking uncomfortable and clearly not wanting to be THAT GUY, I point to an overhead sign that reads:
One one hand there's the unwavering, awe-inspiring, and endlessly amusing "commitment to the bit" that comes with the engine name and not shipping 3.6 for 445 days with no end in sight :) On the other hand that's 445 days waiting for my own little physics fix to enter an official 3.x build :( Given this fix is more of an edge case and likely to make no difference to most projects, I favor getting 3.6 out the door and leaving this one to 3.7. BUT, I don't deny the Chaotic Neutral in me wants this endless 3.6 beta to become a thing of legend whispered around the campfire by my grandchildren's children. p.s. You personally are amazing. Everyone still working on 3.x is amazing. A release this year would be amazing! |
Haha, yeah sorry it's taking ages. Things have improved quite a bit lately but there are still review bottlenecks. There's no right / wrong answers but I'm inclined to think we should test this in the next RC. There's actually just one PR waiting for a review (#92105) before we can make the RC (possibly a couple of small bug fixes too but not necessary). |
Let's give this a spin. If there are any input regressions we can revert easily. |
Thanks! |
@belzecue Your plea for Godot 3.6 sound like a poem. When it comes out, I promise I'll ask ChatGPT to white another one of these ;-) In the digital vast, where ideas collide, Where nodes connect in a dance of fate, No king's ransom to use its might, So let's craft a tale in pixels and hues, @lawnjelly Happy to see we're getting close to the RC. Thanks. |
This comment was marked as duplicate.
This comment was marked as duplicate.
This is a dev discussion area, but since there is no kudos area, I am chirping this feedback here. The 3.6-rc1 is very good and the FTI work + bugfixing is especially appreciated. Due to the propagation of the FTI logic down the viewports (fixed in this release), it solved a number of visual glitches in our project and identified places where we had to add We did notice however some new streaking effects like the ones reported by @matmas but since we do not use We have yet to test this extensively on VRR Apple Pro devices where things get trickier, but that's for another day. No bugs to report at this point, which is pretty good news. Keep up the good work! |
The counter is now incremented at the start of a physics tick rather than the end.
Fixes #92903
Notes
Input.is_action_just_pressed()
that occurs when the counter is changed.Discussion
There are some input considerations for changing the tick increment timing: the
pressed_physics_frame
of the action is used to determine whether input has just been pressed (i.e.is_action_just_pressed()
).This was previously set to the current physics tick, which was fine providing this was not incremented until after the tick. However, now the tick is incremented at the start of the tick, we have to account for two situations:
The key problem with (2), which was already present (but may not have occurred in the wild) is that multithread input coming in part way through a physics tick could have been missed if the
_physics_process()
to detect it had already run.This PR sets the action physics tick to the current + 1. This ensures that input coming in within the physics tick will never be missed. As a result of this, the regular agile flushing with
flush_buffered_events()
is (as before) set to take place before the physics tick begins (especially the tick increment). This ensures that input fromflush_buffered_events()
is processed as quickly as possibly, on the tick that begins straight after the flush.Future considerations
I am not absolutely sure that agile flushing should logically best take place outside the physics tick, however that is the position that @RandomShaper added it originally, so to keep this PR as simple as possible and reduce risk of regressions I'm keeping that order for now.