Age | Commit message (Collapse) | Author |
|
Make the Tooltip Position Offset Configurable
|
|
Until now people had to add it manually to project.godot to load custom modules.
|
|
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.
By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.
When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.
Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).
Fixes #26569.
|
|
|
|
|
|
It has a big impact on 2D and text rendering performance (cf. #24466)
so the solution seems worse than the bug it aims to work around.
It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"
for those who need it and have a simple enough game for the performance
drop not to be an issue.
Fixes #24466.
|
|
|
|
|
|
Add application/config/project_settings_override option to override project settings
|
|
|
|
settings
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Documentation added for:
* bool load_resource_pack(String)
* bool property_can_revert(String)
* Variant property_get_revert(String)
* Error save()
* Error save_custom(String)
|
|
|
|
|
|
|
|
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
|
|
|
|
|
|
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.
This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.
We also no longer crash when GLES3 is not functioning on a platform.
This fixes #15324
|
|
|
|
Fix various missing arguments in bindings.
|
|
|
|
-Documented all properties of project settings
Update documentation for ProjectSettings
|
|
It has no practical use case and just generates noise for each alpha, beta, etc.
|
|
|
|
Fix #16078
|
|
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
|
|
|
|
|
|
|
|
Spaces in filenames are evil.
|
|
It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
|
|
Ensure that s/fixed_process/physics_process/ is handled properly.
[ci skip]
|
|
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
|
|
possible to save module files in module directories and the build system will
recognize them.
|