Age | Commit message (Collapse) | Author |
|
Disable VRAM compression by default for small textures in Detect 3D
|
|
|
|
This is done to prevent reducing texture quality when it doesn't save
much video memory, especially for pixel art.
The size threshold can be adjusted in the project settings.
To get the previous behavior where textures detected to be used in 3D
had their compression mode always set to VRAM, set this to the lowest value
(16).
|
|
|
|
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
|
|
|
|
This fixes corruption of project.godot and failure to load global classes.
|
|
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
|
|
|
|
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
|
|
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
|
|
|
|
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
|
|
|
|
|
|
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
|
|
It has been disabled in `master` since one year (#45852) and our plan
is for Bullet, and possibly other thirdparty physics engines, to be
implemented via GDExtension so that they can be selected by the users
who need them.
|
|
with feature tags"
|
|
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
|
|
This ensures the project setting never disappears from the editor,
even if the current physics engine is GodotPhysics.
This also adds documentation for the Smooth Trimesh Collision
project setting.
|
|
|
|
|
|
|
|
feature tag
|
|
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
|
|
`run_on_separate_thread` is more explicit.
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
|
|
|
|
|
|
|
|
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* Exposed functions in Engine to register and unregister singletons.
* Added the concept of user singletons, which can be removed (the system ones can't).
|
|
This makes it clearer that this property is only about physics FPS,
not rendering FPS.
The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
|
|
|
|
|
|
|
|
Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
|
|
|
|
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
|