Age | Commit message (Collapse) | Author |
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Also allow creating these files later, and also allow disabling creating the default environment in editor settings.
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Only Vulkan is fully implemented for now, so OpenGL isn't available
in the project manager yet.
This also makes the rendering driver checks use lowercase names
everywhere for consistency.
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[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
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- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
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Copying the editor behaviour of deactivating these servers we're not
using, to reduce CPU load.
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- Use lowercase driver names for the `--rendering-driver`
command line argument.
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First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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This means you can start godot with --single-window
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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Since OpenGL will not be available in Godot 4.0, this exposes a
choice between Vulkan clustered and Vulkan mobile in the project manager.
Despite the name, Vulkan mobile has many benefits on desktop platforms.
It provides better performance on simple scenes, and ensures that you
won't accidentally use unsupported features while testing your project
on desktop platforms.
The Vulkan backend setting was made into a "basic" setting so that
it can be changed without having to enable the Advanced Settings toggle.
This also improves list formatting to use bullet points and tweaks
the property hint to be more descriptive.
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* Friendlier with version control.
* Generates pseudo unique IDs, to minimize conflicts when merging, but still
user readable (so, not UUID).
* Eventually will also allow to have more precisely named sub-resources in
imported files.
* This will allow better reloading on changes (including resources already
loaded) as well as better keeping track of changes on the DCC.
* Keeps backward compatibility with the old formats.
* Binary and text format version incremented to mark breakage in forward
compatibility.
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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Add keyboard shortcuts to the project manager
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Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
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Handle portrait mode monitors in the automatic editor scale detection
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
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LightningAA/scrollcontainer-ensure-item-visible-4.0
ScrollContainer: Expose `_ensure_focused_visible` to the scripting API and rename it to `ensure_control_visible`
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Was renamed to `ensure_control_visible`
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Using the smallest dimension of the width and height makes it possible
to support both landscape and portrait monitors.
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InputEventWithModifiers properties/methods
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Rename `doubleclick` to `double_click`
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This closes #24317.
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The About button is located in the bottom-right corner of the
project manager.
This allows removing the copyright notice from the window title
(which looked a bit ugly in comparison to other applications).
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This affects creating projects and renaming them.
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- Ctrl + N: New Project
- Ctrl + I: Import Project
- Ctrl + S: Scan for Projects
- Ctrl + E: Edit Project
- Ctrl + R: Run Project
- F2: Rename Project
- Delete: Remove Project
- Already implemented previously, but moved to use `ED_SHORTCUT()`.
Note that depsite using `ED_SHORTCUT()`, these shortcuts won't appear
in the Editor Settings' Shortcuts dialog and won't be remappable since
the project manager code isn't run in the editor.
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Add the ability to remove project contents from the remove project dialog
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Fix crashes in *_input functions
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- Focus the project search box when switching from the Templates tab
back to the Projects tab in the project manager.
- Add a context-specific placeholder for the asset library search box.
- Rename "Search" project filter box placeholder to the more
descriptive "Filter projects". When performing a search on an
existing selection, "Filter" is more accurate than "Search".
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Allow Godot to import .ZIP files with non-regular structure
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This is a workaround fix for a Vector2i multiplication regression issue that prevents the project manager window size from scaling correctly. This calculates the new window size x and y values separately.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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Adjust auto scale on 4k monitors to 150%
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