Age | Commit message (Collapse) | Author |
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mbedtls: Re-add patch to disable VIA padlock
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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.
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memory in relation to issue #35397"
This reverts commit 4f3006e5ac30d00b90eb531f3bdfd4bfa0d4025b.
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Initializes VulkanContext::queue_props to NULL
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Fix "deploy with remote debug" editor option.
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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.
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ScriptDebugger refactor, threading, profilers.
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mbedtls: Re-apply upstream PR 1453 after #36823
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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.
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vulkan: Re-add option to build Vulkan-Loader statically
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change an exclamation mark to a dot
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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.
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More explicit error messages when vulkan calls return errors
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Update snap setting only with OK
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Fix the VIEW_INFORMATION checkbox not being selected (visually)
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Fix missing module editor icons
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Complete NavigationMeshInstance rename
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Move Debug menu logic to DebuggerEditorPlugin, allow 4 debug instances
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Keeps the filename when marking scene as unsaved
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Document known performance issues with Sprite3D
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DocData: Fix serialization of Variant default values
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Fix initialization of the GodotPayment plugin
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Co-authored-by: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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This reverts commit 78b22393a8dd182ee56d0448ed77ba4430de5e75.
It caused a regression in FBX import leading to crashes.
Fixes #36908.
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The `onGLRegisterPluginWithGodotNative()` method is supposed to be invoked only by `Godot`.
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(cherry picked from commit 18e021b7cd81afbccf915bd825aaa264a9f608a1)
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Update Vulkan SDK to 1.2.131.2 and matching glslang version
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See https://github.com/godotengine/godot/issues/20855.
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Add rotation widget to 3D viewport (updated)
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Fixes #36888.
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(Headers are actually sdk-1.2.131.1, they did not get a re-release.)
Also synced VMA 2.3.0 again, fixing unwanted clang-formatting of
thirdparty code.
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restore previous values with cancel
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Generated id of "Display Advanced..." was in conflict with "View Information"
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Module icons need to be renamed to PascalCase as well
for them to be registered in 4.0.
See godotengine/godot#36513.
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Return only scenes for script owners on LSP completion
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Shared RemoteDebuggerPeer code between client and server.
Move editor profilers inside editor/debugger folder.
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EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.
It allows 2 types of interactions:
- Profilers:
A subsystem can register a profiler, assigning it a unique name.
That name can be used to activate the profiler or add data to it.
The registered profiler can be composed of up to 3 functions:
- Toggle: called when the profiler is activated/deactivated.
- Add: called whenever data is added to the debugger
(via `EngineDebugger::profiler_add_frame_data`)
- Tick: called every frame (during idle), receives frame times.
- Captures: (Only relevant in remote debugger for now)
A subsystem can register a capture, assigning it a unique name.
When receiving a message, the remote debugger will check if it starts
with `[prefix]:` and call the associated capture with name `prefix`.
Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.
Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
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Used to know if we can read or write without blocking.
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Signals: filter_changed from ProjectListFilter now is emitted when it's on scene tree...
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