Age | Commit message (Collapse) | Author |
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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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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
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Removes antialiased flag for draw_* methods.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
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Use a cheaper viewport usage mode in the project manager
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This explains what to do if the executable was renamed, which is helpful
for people exporting projects.
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This should speed up rendering slightly. While the project manager
is hardly demanding, this may help on high refresh-rate displays
or very slow machines.
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This is needed as C# may free resources from the finalizer thread during
CSharpLanguage::finish(). Previously this would result in RIDs not being freed.
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This option is meant to use together with `--path` or from a project
folder. Otherwise the project manager is opened and the option triggers
a crash.
Fixes #25589.
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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 closes #8721.
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Enable Vsync via Compositor by default
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Fixes #34904.
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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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The previous behavior relying on the provided extension was problematic
on macOS since .zip is the main extension used for the full project
export (binary + data pack).
We add a dedicated `--export-pack` command line option to define when
only the data pack should be exported. Its extension will still be
inferred from the path.
Fixes #23073.
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I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.
- Streamline `can_export()` templates check in all platforms, checking
first for the presence of official templates, then of any defined
custom template, and reporting on the absence of any.
Shouldn't change the actual return value much which is still true if
either release or debug is usable - we might want to change that
eventually and better validate against the requested target.
- Fix discrepancy between platforms using `custom_package/debug` and
`custom_template/debug` (resp. `release`).
All now use `custom_template`, which will break compatibility for
`export_presets.cfg` with earlier projects (but is easy to fix).
- Use `can_export()` when attempting a command line export and report
the same errors that would be shown in the editor.
- Improve error reporting after a failed export attempt, handling
missing template and invalid path more gracefully.
- Cleanup of unused stuff in EditorNode around the export workflow.
- Improve --export documentation in --help a bit.
Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Fix and improve command-line exporting help
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It was previously mentioning only one of the two required arguments.
This also mentions that the export path is relative to the project
directory.
This partially addresses #28646.
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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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This change allows error messages to be printed in the editor debugger when the game fails on load, instead of displaying them in the console terminal only.
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this commit causes godot executable to return non-zero exit code
once invalid script is passed via --script during --check-only
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Game camera override
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This closes #33322.
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Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
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This will exit early if the audio/video driver specified doesn't exist.
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This doesn't affect the resulting binary size, but allows to save
a phew seconds during compilation if building export templates.
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The V-Sync project setting also applies to the editor, but
it will only take effect when the editor is restarted.
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Always use the GLES2 backend when generating the GDNative API JSON
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This enables the automatic GLES2 fallback if the hardware
doesn't support the GLES3 backend.
This closes #27768.
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