Age | Commit message (Collapse) | Author |
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feature tag
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This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
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`run_on_separate_thread` is more explicit.
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Happy new year to the wonderful Godot community!
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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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.
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* Exposed functions in Engine to register and unregister singletons.
* Added the concept of user singletons, which can be removed (the system ones can't).
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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.
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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Also use const more often.
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* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
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Core: Move DirAccess and FileAccess to `core/io`
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Rename `String.is_abs_path()` to `String.is_absolute_path()`
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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Rename the `.shader` file extension to `.gdshader`
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This is more consistent with `NodePath.is_absolute()`.
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
is disabled.
- Remove redundant orientation setting in the iOS export preset.
The project setting is now used (like on Android).
Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
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This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
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This can be used during unit test suite runs to hide error and warning
messages.
Care should be taken when using this feature, as it can hide important
information if used wrongly.
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Since loading the config might use the resource path, it needs to be
set before that happens.
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This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
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This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
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