Age | Commit message (Collapse) | Author |
|
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
This fixes window management issues across platforms on hiDPI monitors.
The `--low-dpi` command line argument has been removed as similar
functionality (forcing low-DPI mode on DPI-aware programs) is
already provided by Windows and macOS itself.
|
|
This can be used to diagnose why the printed FPS is locked to the
monitor refresh rate.
|
|
|
|
* Adds `indent(str)` to `String`:
* Indent the (multiline) string with the given indentation.
* This method is added in order to keep the translated XML correctly
indented.
* Moves the loading of tool/doc translation into
`editor/editor_translation.{h,cpp}`.
* This will be used from both `EditorSettings` and the doc tool from
`main`.
* Makes use of doc translation when generating XML class references, and
setup the translation locale based on `-l LOCALE` CLI parameter.
The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
|
|
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
|
|
|
|
|
|
The Godot Project Leadership Committe has decided to update the sponsoring
tiers so that the Platinum Sponsorship no longer includes a logo on the
editor splash screen.
This lets us reclaim the editor splash screen space for community-related
content instead of sponsors (e.g. a different community-designed splash
screen for each stable branch?).
Also removes two Platinum Sponsors whose sponsorship has expired earlier this
year.
|
|
|
|
This allows disabling the boot splash image while keeping the
background color.
|
|
|
|
|
|
Settings that aren't within a subsection are difficult to reach when
other settings do have a subsection.
This also adds documentation for the project setting.
|
|
When comparing different graphics settings or optimizations,
this makes precise measurements and frametime comparisons easier.
|
|
|
|
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.
|
|
[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
|
|
- 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.
|
|
- Use lowercase driver names for the `--rendering-driver`
command line argument.
|
|
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>
|
|
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
|
|
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
|
|
this commit makes godot executable to return zero exit code
once a valid script is passed via --script during --check-only
|
|
That removal was correct, but triggered a bug in our messy-as-heck main.cpp
detection logic for editor/project manager/project/command line tool...
Fixing this is for another day.
|
|
|
|
Fixes #53913.
|
|
|
|
|
|
|
|
interface.
|
|
|
|
by destroying the XRServer too early
|
|
This gives visual feedback when not starting Godot from a terminal.
This could lead to confusion when placing a Godot binary within a
project folder that has no main scene defined.
|
|
|
|
This means you can start godot with --single-window
|
|
Add driver types to GD extension initialisation levels
|
|
|
|
|
|
|
|
|
|
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.
- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
|
|
|
|
Allow starting the editor debugger server for the given protocol (and
optionally bound to the given ip/port combination:
godot -e --debug-server tcp://*:8080
|
|
|
|
[cppcheck] Remove some redundant assignments.
|
|
Define a default minimum window size to workaround rendering issues
|
|
Use the `keep` stretch aspect by default
|