Age | Commit message (Collapse) | Author |
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Project converter: JSON.print -> JSON.stringify
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gotnospirit/master-project_converter-os-get_datetime
Project converter: OS.get_datetime -> Time.get_datetime_dict_from_system
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Fix wrong docs opening in script override gutter
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Fix typos - "collison" -> "collision"
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akien-mga/animation-workaround-disable-onion-skinning
Animation editor: Disable onion skinning temporarily due to rendering bug
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Rename Indent Left/Right options in the Script Editor to Indent/Unindent
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Works around #53870.
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Clean up canvas light shader API.
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Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
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Part of #66537.
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Prevent docks to be reset to first tab when switching dock visibility
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(cherry picked from commit 7ee90a080f88d7f5786b25cc829da65b5c33faa7)
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Fix mouse release leaving dock area
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Fix project run/stop buttons disappearing in the editor
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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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Add ability to open multiple scenes in the Dependency Editor
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Make Replace in Files always visible in Search
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focus search bar by default
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Fix file names for {Static,Lightmap}RaycasterEmbree.
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Rename editor run/pause/stop shortcuts and tooltips for consistency
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Remember advanced state of connection dialog
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Fix out of sync when the script is edited externally via lsp
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The new naming better suits non-game applications and is more explicit.
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Previously, external editing via lsp would modify the modified time of the script,
which caused the internal display of the script to not be refreshed when refocusing
the engine.
Now saving the script externally via lsp will automatically refresh the internal
display.
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Show override icon in script editor gutter
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Prevent 3-to-4 project converter from adding extra line for move_and_slide
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Fixes #66054
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Disabled "Escape" button when closing the shortcut window
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Fix sub-scene root nodes not getting the correct inheritance chain when exporting
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Remove unused includes & move some includes to top of file
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Add a few missing entries in Project Converter
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exporting
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[macOS extend-to-title] Add scene/project name to the editor title, and fix window button placement.
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