Age | Commit message (Collapse) | Author |
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Adds a FramebufferCache singletion that operates the same way as UniformSetCache.
Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:
```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
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Synced with gabomdq/SDL_GameControllerDB@4896d2de6bac388b5f8f8a42d0c39c5892bd5847
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This is not enabled by default in the core version for performance reasons,
as Vector/CowData are used in critical code paths where not zero'ing memory
which is going to be set later on can be important.
But for bindings / the scripting API, we make zero the new items by default
(which already happened for built types like Vector3, etc., but not for
trivial types like int, float).
Fixes #43033.
Co-authored-by: David Hoppenbrouwers <david@salt-inc.org>
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Bring back Geometry2D.segment_intersects_circle
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remap does not exist
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bluenote10/feature/consistent_transform_operations
Fix consistency of translated/scaled/rotated in Transform2D and Transform3D
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Variant large bucket memory pool - for Projection
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Add override keywords to FileAccess and DirAccess derived classes
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Add a larger bucket size pool for the new Projection Matrix.
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Variant memory pools
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- Add `positive_only` property hint to disallow using negative presets.
These values are clamped in several places in the editor already,
so this avoids displaying presets that don't work.
- Move the Zero preset at the end of the positive list to match
the custom property editor. It's also used less often than Linear,
Ease In and Ease Out.
- Rename presets to be consistent between the easing property editor
and custom property editor.
- Remove unused `inout` hint which was redundant since it was already
the default.
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This can be used to restart a project with specific command line arguments
applied. This can work in tandem with `OS.get_cmdline_args()` to restart
with the same command line arguments as used to originally run the project.
Example use cases:
- Restart to apply an user setting change that requires a restart to work.
- Restart with a Godot command line argument to change the video driver,
audio driver, etc.
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File: Re-add support to skip CR (`\r`) in `File::get_as_text`
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Add support for command-line user arguments.
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The documentation says if all components are equal it must return AXIS_W but it was returning AXIS_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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This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.
For performance this is done directly in `String::parse_utf8`.
Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.
Supersedes #63717.
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Remove Signal connect binds
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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bluenote10/feature/rename_translated_to_translated_local
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Add equal checks to Transform3D::looking_at and Transform3D::set_look_at, fixes misleading error.
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This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.
This can be used to create videos that stop at a specified time
without having to write any script.
A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.
A method was also added to get the path to the output file from the
scripting API.
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Add some missing Vector4 methods
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