Age | Commit message (Collapse) | Author |
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[iOS] Remove remote notifications code
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Using any remote notification method (even indirectly) causes App Store to trigger APNS warning email.
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SCons: Add `production=yes` option to use production defaults
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This is meant for users making custom builds to match the options used on
optimized, official builds.
This enables, on the platforms which support them:
- `use_static_cpp=yes` (portable binaries for Linux and Windows)
- `use_lto=yes` (link time optimizations - note: requires a lot of RAM!)
- `debug_symbols=no` (no debug symbols, smaller binaries)
Also abort when using MSVC with `production=yes`, as:
- It cannot optimize the GDScript VM like GCC or Clang do, leading to
significant performance drops.
- Its LTO support is unreliable, at least used to trigger crashes last
we tried it extensively.
All options can still be overridden if specified, and the `dev=yes` option
was changed to also support overrides.
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Make audio bus channels' peak volume consistent
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Add check for sun in PhysicalSky
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Fix swapped front/rear view
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[HTML5] Fix mouse_mode and fullscreen detection.
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Move project-specific editor data into res://.godot/editor
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Add AudioEffectCapture
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Main: Load translations and remaps before scene types
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C conformance: Replace "bool" as the base definition for boolean with char
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The canvas_id is `#`-prefixed to work with emscripten as a CSS selector.
When comparing to an event target ID (e.g. when checking if the canvas
is fullscreen, or is locking the mouse) we need to skip the first char
(the hash).
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AudioEffectCapture allows access to the microphone and other audio on an audio bus in real-time.
Co-Authored-By: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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`bool` is otherwise not defined in C.
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[4.0] [iOS] Earlier plugin initialization
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Fix port previews for uniforms in visual shaders
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This ensures that settings like `gui/theme/custom_font` handle resource
remappings properly, as they load resources in `register_scene_types()`.
Path remaps used to be done before loading scene types in early Godot
versions (as hinted by the "Load Remaps" comment just before "Load Scene
Types") but this was broken when developing new localization features.
Fixes #17640.
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Check default project and autoscan directories exist on project manager startup
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New contributors added to AUTHORS:
@dalexeev, @dsnopek, @HaSa1002
Thanks to all contributors and donors for making Godot possible!
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Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).
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Fix macOS Vulkan debug label crash.
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functions are used. Add temporary variables to fix potential use-after-free.
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Replace ColorN and from HTML with a string constructor
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3D editor grid improvements
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Don't use trashy max_decals value to prevent crashes
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This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
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Use Math_TAU and deg2rad/etc in more places and optimize code
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Fixed completion and hint panel positioning in TextExit
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Reference the control gallery image in the Control class documentation
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GraphNode: Add properties for custom icons
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Create the temporary PCK export directory if it doesn't exist
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Use real_t in physics nodes
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Add viewport resolution to the 3D editor's View Information pane
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Use integer coordinates for the font glyphs rendering.
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Calinou/project-manager-increase-folder-button-visibility
Make the Open Project Folder button more visible in the project manager
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add search extensions for Scons' path
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Node::replace_by is not copying node properties, removed the dead code
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Fix incorrect version requirement in the SCons compilation DB comment
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This closes https://github.com/godotengine/godot-proposals/issues/619.
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The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
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Linux: Enable udev support by default
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