Age | Commit message (Collapse) | Author |
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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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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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It was added in 3e20391bf607dc7c452b056854aed4a8c99ba0f6 but it doesn't seem
particularly useful, and it was only implemented for the custom splash branch
and not the default one, so it could return an uninitialized int.
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Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.
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OS.get_unix_time return type to double
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Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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Change global menu to use Callable, add support for check items and submenus.
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Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.
Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.
Closes #8770.
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
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Android virtual keyboard respecting LineEdit max length.
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This makes `OS.execute()` calls quicker to set up when calling programs
in a blocking fashion.
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directory.
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Add an `OS.is_window_focused()` getter
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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This makes it possible to know whether the window is focused
at a given time, without having to track the focus state manually
using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`.
This partially addresses #33928.
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multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
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This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.
Does not impact exported games, which will still run without
console in release and with console in debug mode.
A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.
Fixes #17889.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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improves per pixel transparency documentation.
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Co-authored-by: Markus Törnqvist <mjt@nysv.org>
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