Age | Commit message (Collapse) | Author |
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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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connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
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Add project settings to easily set the minimum and maximum window size.
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This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.
This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.
This closes #21896.
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Add access to interpolation fraction for fixed timestep interpolation
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Addresses #30068
This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.
The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
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This prevents errors due to missing directories when generating
engine documentation.
This closes #17297.
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Replace ` + "/" + ` with `String::file_add()`
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Add godot version in backtrace message
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Ensure --export implies --editor
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Fixes #30149
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Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
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Remove redundant code, possible NULL pointers and others
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This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.
Does not impact exported games, which will still run without
console in release and with console in debug mode.
A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.
Fixes #17889.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Add a separator in debug output for readability
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Add an option to disable boot splash filtering
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Disabling filtering is usually desired in projects using a pixel art style.
This closes #19415.
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Resolves: #19734
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Removes redundant "splash" setting, improves per pixel transparency documentation.
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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improves per pixel transparency documentation.
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Due to the high number of commits in the Godot repository,
7-character hashes were starting to become occasionally ambiguous.
In contrast, 9-character hashes are currently unambiguous for
all commits.
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