Age | Commit message (Collapse) | Author |
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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Booleanize various sync primitives' wait & locking methods
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- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Fix cases of broken user:// paths.
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Instead of returning an undocumented boolean error code, we do the
validation checks that should ensure a successful result.
Based on:
- https://linux.die.net/man/3/setenv
- https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setenvironmentvariable
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* Properly validate paths when supplying the project name.
* Ensures that the user data dir will always be valid.
Fixes 69366.
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Improve documentation for `OS.read_string_from_stdin()`
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This makes it clearer that calls to this method are blocking.
The unused method parameter was also removed.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Well, they were duplicately-exposed, but triplicately-defined.
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The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.
Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.
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Remove unnecessary checks when exporting gdextension binaries and allow using a prefix to auto-detect files
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Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
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gdextension exports
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Fix MIDI note-on events being converted to note-off events
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Update documentation with note about MIDI velocity interpretation
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Fetch video adapter driver name and version from OS
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Improve default `OS`'s CPU count getter
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Enhance portability of threading
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This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.
The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
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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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Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
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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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Also rename export name from "HTML5" to "Web".
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Remove unimplemented `OS.dump_memory_to_file()` method
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Made Key operators constexpr
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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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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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