Age | Commit message (Collapse) | Author |
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load_from_globals() -> load_from_project_settings()
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Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.
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Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
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Allow using SVG images as project icon
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Since exporters will save their own icon, the target platforms
don't have to support SVG to display the icon correctly.
This closes #23068.
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-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
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-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful
Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
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They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.
When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.
Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).
Also moved VulkanContext member initializations to header.
Fixes #37102.
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It was added in 3e20391bf607dc7c452b056854aed4a8c99ba0f6 but it doesn't seem
particularly useful, and it was only implemented for the custom splash branch
and not the default one, so it could return an uninitialized int.
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The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).
This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
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Revert #41164, add subsystem build option.
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Accept global classes for `MainLoop` type in project settings
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This reverts commit 4f7a49db53c6aaabeca70fe8901144af708fb6b2.
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Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).
Display and rendering servers/singletons are not initialized at all.
Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
`register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).
Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.
ClassDB tests:
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
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Fix "on top" reseting on window update. (macOS).
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This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
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`application/run/main_loop_type` setting can handle custom global
classes (`class_name`). For instance: `MySceneTree`.
The setting's default is changed from empty to `SceneTree` as to give
some hint of what kind of input is accepted for the main loop type.
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[Windows] Attach to parent console instead of creating new one.
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Do not prematurely parse anything which beings with `--test`
to run doctest. This allows other commands to be run, such as
`--test-gdscript` or other custom arguments.
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Docs: Ignore OS specific values (constants, project settings, properties)
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Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.
Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.
This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
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Due to `user://` returning the current working directory when no
project is open, this caused logs to be written to `$HOME`
most of the time.
This closes #40305.
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uninitialized device and instance.
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Enable file logging by default on desktops to help with troubleshooting
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- Use the `.log` file extension (recognized on Windows out of the box)
to better hint that generated files are logs. Some editors provide
dedicated syntax highlighting for those files.
- Use an underscore to separate the basename from the date and
the date from the time in log filenames. This makes the filename
easier to read.
- Keep only 5 log files by default to decrease disk usage in case
messages are spammed.
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So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
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Remove String::find_last (same as rfind)
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Make all String integer conversion methods be 64-bit
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Fix doctool misleading error message
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Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.
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Improve the low processor mode sleep precision
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Partial revert of #15702 which triggered the issue.
Fixes #39786.
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Otherwise generating docs with non-Mono builds removes them,
which is not so convenient for the documentation work.
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Expose disable_render_loop property to GDScript
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