Age | Commit message (Collapse) | Author |
|
Found via `codespell`
|
|
[HTML5] Refactor JS, threads support, closures.
|
|
- Refactored the Engine code, splitted across files.
- Use MODULARIZE option to build emscripten code into it's own closure.
- Enable lto support (saves ~2MiB in release).
- Enable optional closure compiler pass for JS and generated code.
- Enable optional pthreads support.
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
|
|
Avoid build error due to duplicate `main` symbol definition.
|
|
Mesh::convex_decompose: Remove unneeded vector copy
|
|
Loop over faces in create_trimesh_shape()
|
|
New contributor added to AUTHORS:
@muiroc
Thanks to all contributors and donors for making Godot possible!
Sorry for the late March update and missed February update, I made sure
to include patrons for both February and March in this commit.
|
|
This makes closure compiler happy, avoiding globals and potentially
undefined variables.
|
|
Linux: Add Mesa 20 "Intel" to prime detection
|
|
Diff in `glxinfo` between Mesa 19.3.4 and 20.0.1:
```diff
-OpenGL vendor string: Intel Open Source Technology Center
-OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 630 (Kaby Lake GT2)
-OpenGL core profile version string: 4.6 (Core Profile) Mesa 19.3.4
+OpenGL vendor string: Intel
+OpenGL renderer string: Mesa Intel(R) HD Graphics 630 (KBL GT2)
+OpenGL core profile version string: 4.6 (Core Profile) Mesa 20.0.1
```
|
|
Allow single quotes [',"] in comments in TextEdit
|
|
Resurrect HTML5 platform, add it to CI (no rendering yet)
|
|
Fixes: #36638
|
|
|
|
|
|
GDScript duplicate arguments bug fixed
|
|
fix: Classes can't have pass
|
|
Fix: logic error in gdscript_parser.cpp for-loop-range
|
|
Fix -Wshadow=local warning in EngineDebugger
|
|
|
|
Made snap relative work on rotation as well
|
|
This reverts commit c924e83a646f8a6d972ccd4d009acc323a6be158.
SCons `FRAMEWORKS` is, according to their latest docs, only supported
"On Mac OS X with gcc". While the "with gcc" part seems bogus, #36795
did introduce a link failure for our osxcross toolchain for compiling
macOS binaries from Linux. SCons probably fails to detect this as a
macOS target and does not use its `FRAMEWORKS` logic properly.
So using `LINKFLAGS` as we used to is the more portable solution.
|
|
mbedtls: Re-add patch to disable VIA padlock
|
|
The comment mentioned a conflict with libwebsockets, but we actually
still get this conflict even now that we don't use libwebsockets.
Not sure what component is clashing but we should basically just keep
this patch.
Follow-up to #36823.
|
|
memory in relation to issue #35397"
This reverts commit 4f3006e5ac30d00b90eb531f3bdfd4bfa0d4025b.
|
|
Initializes VulkanContext::queue_props to NULL
|
|
|
|
Fix "deploy with remote debug" editor option.
|
|
The line to update the option was missing (rendering it useless).
Of course the only one I didn't know how to test was broken.
|
|
ScriptDebugger refactor, threading, profilers.
|
|
mbedtls: Re-apply upstream PR 1453 after #36823
|
|
|
|
For some weird reason 'git apply' does not error out when it does nothing,
so I missed that I did not apply the patch properly in #36823...
This broke the UWP 32-bit x86 build.
|
|
vulkan: Re-add option to build Vulkan-Loader statically
|
|
change an exclamation mark to a dot
|
|
Upstream removed the option in KhronosGroup/Vulkan-Loader#260, which
breaks our current use case.
This commit reverts KhronosGroup/Vulkan-Loader#260 is our vendored
loader.
We may need to re-evaluate how we link the loader, but until then,
reverting this PR fixes Windows support after the upgrade to a recent
SDK version in #36932.
|
|
More explicit error messages when vulkan calls return errors
|
|
|
|
|
|
Update snap setting only with OK
|
|
Fix the VIEW_INFORMATION checkbox not being selected (visually)
|
|
Fix missing module editor icons
|
|
Complete NavigationMeshInstance rename
|
|
Move Debug menu logic to DebuggerEditorPlugin, allow 4 debug instances
|
|
Keeps the filename when marking scene as unsaved
|
|
Document known performance issues with Sprite3D
|
|
DocData: Fix serialization of Variant default values
|
|
Fix initialization of the GodotPayment plugin
|
|
Co-authored-by: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
|
|
This reverts commit 78b22393a8dd182ee56d0448ed77ba4430de5e75.
It caused a regression in FBX import leading to crashes.
Fixes #36908.
|