Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-03-07 | Revert "Fix ProjectSettings has_setting() when used on a overriden setting ↵ | Rémi Verschelde | |
with feature tags" | |||
2022-03-02 | Always register the Smooth Trimesh Collision project setting | Hugo Locurcio | |
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. | |||
2022-02-12 | Use EditorFileDialog instead of FileDialog in the project manager | Hendrik Brucker | |
2022-02-12 | Merge pull request #57641 from Geometror/compilation-time-improvements-1 | Rémi Verschelde | |
2022-02-12 | Improve compilation speed (forward declarations/includes cleanup) | Hendrik Brucker | |
2022-02-11 | has_setting now correctly returns true when the setting is present due to a ↵ | BimDav | |
feature tag | |||
2022-02-09 | Core: Move generated `VERSION_HASH` to a `.cpp` file | Rémi Verschelde | |
This lets us have its definition in `core/version.h` and avoid rebuilding a handful of files every time the commit hash changes. | |||
2022-01-29 | Rename the physics server `run_on_thread` project settings | Hugo Locurcio | |
`run_on_separate_thread` is more explicit. | |||
2022-01-17 | Merge pull request #55020 from bruvzg/vlk_device_surface_check | Rémi Verschelde | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-09 | Replace String comparisons with "", String() to is_empty() | Nathan Franke | |
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | |||
2021-11-25 | Don't show errors when getting nonexistent settings | Aaron Franke | |
2021-11-25 | Move logic for saving project features to ProjectSettings save_custom | Aaron Franke | |
2021-11-24 | Project feature warning system | Aaron Franke | |
2021-11-22 | [Vulkan] Check each device capabilities before selecting it. | bruvzg | |
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. | |||
2021-11-22 | Ignore override.cfg when in editor | kobewi | |
2021-10-18 | Restrict the project data directory configuration | ne0fhyk | |
2021-10-13 | Fix character encoding of Engine::get_copyright_info | Nathan Franke | |
2021-10-11 | Make the project data directory customizable. | ne0fhyk | |
2021-10-05 | Merge pull request #52711 from m4gr3d/provide_getter_for_project_data_dir_master | Rémi Verschelde | |
2021-09-30 | Use range iterators for `Map` | Lightning_A | |
2021-09-15 | Provide a getter for the project data directory. | ne0fhyk | |
2021-09-10 | Fix path with multiple slashes not being corrected on templates | Ricardo Subtil | |
2021-08-26 | Use OrderedHashMap for autoloads to preserve order | Lyuma | |
2021-08-25 | Add ability to register singletons from engine API | reduz | |
* Exposed functions in Engine to register and unregister singletons. * Added the concept of user singletons, which can be removed (the system ones can't). | |||
2021-08-11 | Rename `iterations_per_second` to `physics_ticks_per_second` | Hugo Locurcio | |
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. | |||
2021-08-09 | Use doubles for time in many other places | Aaron Franke | |
2021-07-25 | Use const references where possible for List range iterators | Rémi Verschelde | |
2021-07-23 | Use C++ iterators for Lists in many situations | Aaron Franke | |
2021-07-15 | Misc cleanup of header includes | Rémi Verschelde | |
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away... | |||
2021-07-12 | Change VSync mode project setting enum type from string to integer | Hendrik Brucker | |
2021-07-06 | Restructure and reimplement vsync options | Hendrik Brucker | |
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option | |||
2021-07-01 | Use PROPERTY_USAGE_NONE instead of 0 for no property usage | Aaron Franke | |
Also use const more often. | |||
2021-06-25 | Implement native extension system | reduz | |
* 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 | |||
2021-06-20 | Merge pull request #48359 from Calinou/add-engine-print-error-property | Rémi Verschelde | |
2021-06-16 | Save binary ProjectSettings key length properly | Haoyu Qiu | |
2021-06-11 | Rename Reference to RefCounted | Pedro J. Estébanez | |
2021-06-11 | Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-io | Rémi Verschelde | |
Core: Move DirAccess and FileAccess to `core/io` | |||
2021-06-11 | Merge pull request #49279 from Calinou/rename-string-is-abs-path-method | Rémi Verschelde | |
Rename `String.is_abs_path()` to `String.is_absolute_path()` | |||
2021-06-11 | Core: Move DirAccess and FileAccess to `core/io` | Rémi Verschelde | |
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already. | |||
2021-06-04 | Merge pull request #47336 from Calinou/rename-shader-file-extension | Rémi Verschelde | |
Rename the `.shader` file extension to `.gdshader` | |||
2021-06-03 | Rename `String.is_abs_path()` to `String.is_absolute_path()` | Hugo Locurcio | |
This is more consistent with `NodePath.is_absolute()`. | |||
2021-05-31 | Implement shader caching | reduz | |
* 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 | |||
2021-05-24 | Use an enum to represent screen orientation in the Project Settings | Hugo Locurcio | |
- 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"). | |||
2021-05-07 | Implement the `%command%` placeholder in the Main Run Args setting | Hugo Locurcio | |
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. | |||
2021-05-01 | Add `Engine.print_error_messages` property to disable printing errors | Hugo Locurcio | |
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. | |||
2021-04-08 | Set resource path earlier on ProjectSettings setup | George Marques | |
Since loading the config might use the resource path, it needs to be set before that happens. | |||
2021-03-24 | Rename the `.shader` file extension to `.gdshader` | Hugo Locurcio | |
This lets third-party software recognize Godot shaders more easily, without relying on guesswork since the `.shader` extension is generic. | |||
2021-03-16 | Fix bug causing `project.godot` to be ignored when `project.binary` is missing | Fredia Huya-Kouadio | |
2021-03-12 | Fixes small typos and grammar correction | Anshul7sp1 | |