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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Move Array:set_typed to internal GDExtension structure and unexposed it.
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[NET] Refactor TLS configuration.
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Add support for interpolating skewed Transform2Ds
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Which was unused internally, and can be replaced by:
```
while tls.get_status() == tls.STATUS_HANDSHAKING:
tls.poll()
```
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Use a TLSOptions configuration object which is created via static
functions.
- "TLSOptions.client": uses the standard CA and common name verification.
- "TLSOptions.client_unsafe": uses optional CA verification (i.e. if specified)
- "TLSOptions.server": is the standard server configuration (chain + key)
This will allow us to expand the TLS configuration options to include
e.g. mutual authentication without bloating the classes that uses
StreamPeerTLS and PacketPeerDTLS as underlying peers.
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Add `GodotTypeInfo::Metadata` to `MethodInfo`
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Booleanize various sync primitives' wait & locking methods
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Handle gltf binary images
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[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ]
Enable compressed mip maps from Basis Universal for faster compressions.
Increase the quality of Basis to avoid corruption.
To keep compatibility use the first mip of the previous internal Godot format.
Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
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Make InputEventAction as_text() return the text of the first valid event for the action.
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Fix range loop iteration regressions
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Add `@GlobalScope` `is_same(a, b)` and `Variant::identity_compare()`
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Add `PROPERTY_USAGE_NEVER_DUPLICATE` flag and use for script
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Make `Input.get_vector()` check for plain `strength` instead of the raw one
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[Input] Do not add key labels to the default actions, to display it correctly in the UI.
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Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
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Rearrange `editor/naming/*` project settings
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correctly in the UI.
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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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Add support for Unicode identifiers in GDScript and Expression
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Fix incorrect index error macros
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Enchance the performance of `AStar` by using a `LocalVector`
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Reorganize main and sub-window initial position properties.
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Support script global resource name in EditorFileSystem
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* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
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Implement a quick script inheritance check
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Fix cases of broken user:// paths.
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Fixes to JSON as resource
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