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path: root/doc/classes/ProjectSettings.xml
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2022-11-01Merge pull request #68089 from alfredbaudisch/remove-secondary-caretsRémi Verschelde
Shortcut and Bind to Remove Secondary Carets
2022-10-31Shortcut and Bind to Remove Secondary CaretsAlfred Reinold Baudisch
Adds the bind `ui_text_remove_secondary_carets` to TextEdit, with ESC as the default shortcut. When the bind is performed, if the TextEdit has multiple carets, `remove_secondary_carets` is called and secondary carets are removed. This is useful when multiple selects are performed with `add_select_for_next_occurrence` #67644 or when multiple multiple carets are manually added, then it's possible to go back to a single caret with a shortcut. Closes #67991
2022-10-31Add ProMotion Support to iOS ExportsZach Coleman
2022-10-31Merge pull request #67139 from PucklaMotzer09/insert_caret_at_caretsRémi Verschelde
Add Caret Insert Below and Above shortcuts to TextEdit
2022-10-30Merge pull request #67923 from Calinou/doc-displayserverMax Hilbrunner
Document the DisplayServer class
2022-10-27Merge pull request #67644 from alfredbaudisch/add-selection-next-occurrenceClay John
Add Selection and Caret for Next Occurrence of Selection
2022-10-27Document the DisplayServer classHugo Locurcio
This also adds a link to the Command line tutorial on pages that reference command line arguments, as the page covers some general usage tips for CLI arguments (especially on macOS).
2022-10-24Document debanding only affecting 3D rendering by defaultHugo Locurcio
2022-10-21Add Selection and Caret for Next Occurrence of SelectionAlfred Reinold Baudisch
Adds the bind `add_selection_for_next_occurrence` to TextEdit, with CTRL+D as the default shortcut. When the bind is performed, ff a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence. If no selection is currently active with the last caret in text fields, selects the word currently under the caret. The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets. The viewport is adjusted to the latest newly added caret. The bind and the behaviour is similar to VS Code's "Add Selection to Next Find Match" and JetBrains' "Add Selection for Next Occurrence". It takes advantage of the multi-caret API. The default shortcut for `select_word_under_caret` has been changed to ALT+G, in order to give priority to CTRL+D for `add_selection_for_next_occurrence` to better align with popular IDEs and editors.
2022-10-18Add Caret Insert Below and Above shortcuts to TextEditPucklaMotzer09
2022-10-17Merge pull request #67322 from ztc0611/add-ios-ui-optionsRémi Verschelde
Add iOS UI Options
2022-10-14Add STATIC_CALLED_ON_INSTANCE warning to highlightclayjohn
when static functions are called directly from objects
2022-10-12Add iOS UI OptionsZach Coleman
2022-10-11Merge pull request #67104 from Calinou/add-viewport-transparent-project-settingRémi Verschelde
Add a project setting to make the root viewport transparent
2022-10-11Merge pull request #67000 from RandomShaper/split_render_furtherRémi Verschelde
Polish rendering driver refactor further
2022-10-09Add a project setting to make the root viewport transparentHugo Locurcio
This allows recording videos with a transparent background without having to create a script.
2022-10-06Polish rendering driver refactor furtherPedro J. Estébanez
Mainly: - Make `max_descriptors_per_pool` project setting Vulkan-specific. - Use a common, render driver agnostic magic FourCC for shader binary data. - Downgrade spirv_reflect to Vulkan-only dependency. - Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06Use a giant UBO to optimize performance in 2Dclayjohn
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
2022-10-04Merge pull request #66734 from jtnicholl/proj_docsRémi Verschelde
Update several ProjectSettings docs
2022-10-03Rename `Engine.target_fps` and associated project setting to `max_fps`Hugo Locurcio
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.
2022-10-03Update several ProjectSettings docsJonathan Nicholl
2022-09-30Use mobile as the default rendering method on mobile when vulkan is supportedclayjohn
2022-09-21Merge pull request #65816 from bruvzg/proj_settings_missing_flagsRémi Verschelde
Add missing initial window flags and window mode to the project settings.
2022-09-20Merge pull request #65541 from clayjohn/renderer-settingRémi Verschelde
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-19Split rendering driver project setting into renderer_name and ↵clayjohn
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
2022-09-19Merge pull request #66079 from Zylann/project_settings_restartRémi Verschelde
Expose ProjectSettings.set_restart_if_changed(name, restart)
2022-09-19Expose ProjectSettings.set_restart_if_changed(name, restart)Marc Gilleron
2022-09-19Add missing initial window flags and window mode to the project settings.bruvzg
2022-09-16Merge pull request #65432 from Calinou/doc-volumetric-fogRémi Verschelde
Improve volumetric fog and FogVolume documentation
2022-09-15Improve volumetric fog and FogVolume documentationHugo Locurcio
2022-09-12Fix some errors affecting the Web editorRémi Verschelde
- Don't warn about minimized/maximized modes not being available. - Blender and FBX export both depend on running thirdparty applications, which can't be done (easily at least) for Web and Android editors. - Editor theme complained about not being able to retrieve texture data for an icon. It was only used once so instead of flipping at runtime, let's just add a flipped icon. Part of #65702.
2022-09-08Merge pull request #65460 from Faless/net/4.x_ssl_to_tls_moreRémi Verschelde
[Net] Rename "ssl" references to "tls" in methods and members.
2022-09-08[Net] Rename "ssl" references to "tls" in methods and members.Fabio Alessandrelli
2022-09-07Remove / Replace old Navigation Debug Visualizationsmix8
- removes / replaces leftovers from old navigation debug code - cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-03Re-enable per-pixel transparency support on Linux, macOS, and Windows (for ↵bruvzg
Vulkan and OpenGL rendering drivers).
2022-09-02Improve documentation related to audio input permissionsHugo Locurcio
2022-09-01Merge pull request #63479 from DarkKilauea/nav-linkRémi Verschelde
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-30Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde
2022-08-29Rename String `plus_file` to `path_join`Aaron Franke
2022-08-29[Web] Rename JavaScript platform to Web.Fabio Alessandrelli
Also rename export name from "HTML5" to "Web".
2022-08-26Added node for Navigation linksJosh Jones
2022-08-26Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-biasRémi Verschelde
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0Rémi Verschelde
2022-08-25Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabledHugo Locurcio
This improves texture sharpness when TAA and/or FXAA are enabled, without requiring manual user intervention.
2022-08-24Remove VisualScript module for 4.0Rémi Verschelde
As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting, Godot maintainers have agreed to discontinue the current implementation of our VisualScript language. The way it had been designed was not user-friendly enough and we did not succeed in improving its usability to actually make it a good low-code solution for users who need one. So we prefer to remove it for Godot 4.0 and leave the door open for new, innovative ideas around visual scripting, to be developed as plugins or extensions now that Godot provides sufficient functionality for this (notably via GDExtension and the godot-cpp C++ bindings). The current module has been moved to a dedicated repository (with full Git history extracted with `git filter-branch`): https://github.com/godotengine/godot-visual-script It can still be compiled as a C++ module (for now, but will likely require work to be kept in sync with the engine repository), but our hope is that contributors will port it to GDExtension (which is quite compatibile with the existing C++ module code when using the godot-cpp C++ bindings).
2022-08-23Add font LCD sub-pixel anti-aliasing support.bruvzg
2022-08-22Improve documentation related to anisotropic filteringHugo Locurcio
2022-08-22C#: Begin move to .NET CoreIgnacio Roldán Etcheverry
We're targeting .NET 5 for now to make development easier while .NET 6 is not yet released. TEMPORARY REGRESSIONS --------------------- Assembly unloading is not implemented yet. As such, many Godot resources are leaked at exit. This will be re-implemented later together with assembly hot-reloading.
2022-08-19Merge pull request #64334 from YuriSizov/core-bind-property-revert-methodsYuri Sizov
Make `property_*_revert` methods multilevel and expose them for scripting