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[3.x] Fix Viewport interpolation mode #92152

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1 change: 1 addition & 0 deletions doc/classes/Viewport.xml
Original file line number Diff line number Diff line change
Expand Up @@ -246,6 +246,7 @@
<member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false">
If [code]true[/code], the viewport will use a unique copy of the [World] defined in [member world].
</member>
<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
</member>
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7 changes: 7 additions & 0 deletions scene/main/viewport.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3681,6 +3681,13 @@ Viewport::Viewport() {
local_input_handled = false;
handle_input_locally = true;
physics_last_id = 0; //ensures first time there will be a check

// Physics interpolation mode for viewports is a special case.
// Typically viewports will be housed within Controls,
// and Controls default to PHYSICS_INTERPOLATION_MODE_OFF.
// Viewports can thus inherit physics interpolation OFF, which is unexpected.
// Setting to ON allows each viewport to have a fresh interpolation state.
set_physics_interpolation_mode(Node::PHYSICS_INTERPOLATION_MODE_ON);
}

Viewport::~Viewport() {
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