Age | Commit message (Collapse) | Author |
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Fetch video adapter driver name and version from OS
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This also removes `OS::can_use_threads` from the public API since it's always
true.
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- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
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Split rendering driver project setting into renderer_name and rendering_driver
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rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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supports: LinuxBSD, Windows, macOS, iOS, Android, UWP
Co-authored-by: bruvzg
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These methods exist since the dawn of (open source) Godot and have hardly
been updated over time, so they barely work and I'm fairly sure nobody is
using them. (See #46505 for details.)
While some of the functionality they aimed to provide might be useful for
optimization work and introspection, this should likely be redesigned from
scratch with a cleaner and more modern interface (e.g. exposed via the
Performance singleton, or ResourceLoader, and a better API overall).
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Remove unimplemented `OS.dump_memory_to_file()` method
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This method never did anything in Godot since 3.0, since its code
was commented out. The last time the method had an implementation
was in Godot 2.1.x.
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Implements the standard Unix double dash (--) commandline argument:
* Arguments after a double dash (--) are ignored by Godot and stored for the user.
* User can access them via `OS.get_cmdline_user_args()`
Example:
`godot.exe scene_to_run.tscn --fullscreen -- --start-level 2`
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* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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Adds the is_process_running function to the native OS class and exposes it to script.
This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.
Documentation is updated to reflect new API function.
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Add GDNativeInterface::get_library_path to GDExtension
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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.
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Windows export process:
Limit size of executable with embedded PCK to 4 GB.
Use "rcedit" before embedding PCK.
Capture and process "rcedit" errors.
Windows, Linux:
Add support for PCK loading from executable "pck" section.
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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This method can be used to get the CPU model name.
It can be used in conjunction with
`RenderingServer.get_video_adapter_name()` and
`RenderingServer.get_video_adapter_vendor()` for annotating benchmarks
and automatic graphics quality configuration.
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Implemented via `BCryptGenRandom` on Windows.
Implemented via `getentropy` syscall when available.
Implemented via `/dev/urandom` device as a fallback.
The `/dev/urandom` fallback can be disabled via the `NO_URANDOM` build
flag.
Note: The HTML5 version relies on emscripten file system urandom
device which itself uses the Crypto API when available or the plain
old not crypto-safe `Math.random()` otherwise.
Restore get_entropy.
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Happy new year to the wonderful Godot community!
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Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
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Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
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Some platforms (*cough* web *cough*) have hard limits on the number of
threads that can be spawned.
Currently, ThreadPoolWork (mostly used in rendering/physics servers)
will spawn as many threads as CPUs available causing exception on
machines with high CPU count.
This commit adds a new overridable method to OS that returns the default
thread pool size (still the CPU count by default), and overrides it for
the JavaScript platform so it always allocate only one thread.
We can likely improve the whole ThreadPoolWork in the future to always
allocate X amount of threads, and assign jobs to them on the fly, but
that will require some more architectural changes.
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[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
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First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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This method extracts the 2 or 3-letter language code from `OS::get_locale()`,
making it easier for users to identify the "main" language code for users
that might have different OS locales due to different OS or region, but
should be matched to the same translation (e.g. "generic" Spanish).
Fixes #40703.
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This means you can start godot with --single-window
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This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
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Also remove now unused "--no-window" option, and relative OS getter and
setter.
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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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This allows the terminal output to be suppressed but still be captured
by print/error handlers.
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SceneTree.quit(<exit_code>) should be used instead
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