Age | Commit message (Collapse) | Author |
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Remove obsolete GLES3 backend
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Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
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Those keywords were deprecated for 3.1 in #22087.
Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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Changing the default gravity at runtime isn't exactly obvious,
so it makes sense to add a code sample.
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Fixes #35439
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Also, ignore custom project settings and values for input/ entries
Fixes #34154
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This reverts commit 9600fd5dde1f85b7dd2dd8558d52ff86b18651e7.
Add comment warning about possible implications of using this option.
Fixes #35038.
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This feature was added in #33414 but it was disabled by default.
Now that it got some testing, it's probably safe to enable it
by default.
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Allow to change the home indicator behaviour on iOS
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On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
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See https://github.com/godotengine/godot/pull/23658#issuecomment-562706669
The method was implemented back when Dictionary.get(key, default) did not
exist, but now that it does we do not need a custom method in CharFXTransform.
It's a new feature in 3.2, so does not break compat with 3.1.x.
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Fix incomplete binding.
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This closes #33322.
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Add flag to control the replacement of files by ProjectSettings.load_resource_pack
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ProjectSettings.load_resource_pack
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Improve documentation pertaining to shadow atlas sizes
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Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
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This partially addresses #27650.
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The description is displayed as a tooltip when hovering the project
in the Project Manager. It can span multiple lines.
This partially addresses #8167.
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Fix wrong hyperlinks in Control and Tree.
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This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.
This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.
This closes #21896.
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Add project setting for max lights and reflections in GLES3
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This makes GIProbe significantly faster out of the box, at the cost
of worse-looking GIProbe reflections.
This closes #30727.
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Follow-up to #30408.
Also sync classref with current source.
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Applying #30187.
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Thanks to @bojidar-bg's impressive work in #29380.
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- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
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Removes redundant "splash" setting, improves per pixel transparency documentation.
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Moved some logic to make_url in an attempt to reuse it in the parser,
but it proved too complex so I ended up not using it. I kept it as a
separate method nevertheless.
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improves per pixel transparency documentation.
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