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2019-07-01Revert "Add godot version in backtrace message"Rémi Verschelde
2019-07-01Merge pull request #29815 from NilsIrl/plus_file_1Rémi Verschelde
Replace ` + "/" + ` with `String::file_add()`
2019-07-01Merge pull request #28572 from lupoDharkael/trace-infoRémi Verschelde
Add godot version in backtrace message
2019-06-29Merge pull request #30154 from bojidar-bg/30149-export-flag-editorRémi Verschelde
Ensure --export implies --editor
2019-06-28Ensure --export implies --editorBojidar Marinov
Fixes #30149
2019-06-27Add default values to the editor help, docs, and generated RSTBojidar Marinov
Also, make spacing of "=" in the editor help a bit more consistent. Closes #16086
2019-06-27Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde
Remove redundant code, possible NULL pointers and others
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-23Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG
2019-06-20Add option to toggle console window on WindowsLuka Dornhecker
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>
2019-06-19Merge pull request #29470 from KoBeWi/_Rémi Verschelde
Add a separator in debug output for readability
2019-06-16Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde
Add an option to disable boot splash filtering
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
2019-06-13Limit Physics Process FPS above 0Emmanuel Barroga
Resolves: #19734
2019-06-12Merge pull request #29465 from bruvzg/per_pixel_transp_imprRémi Verschelde
Removes redundant "splash" setting, improves per pixel transparency documentation.
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
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.
2019-06-04Add a separator in debug output for readabilityTomasz Chabora
2019-06-04Removes redundant "display/window/per_pixel_transparency/splash" setting, ↵bruvzg
improves per pixel transparency documentation.
2019-06-01Display longer Git hashes in engine version dialogsHugo Locurcio
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.
2019-05-31Fix and expose String::strip_escapes(), use it in LineEdit pasteRémi Verschelde
Supersedes #27736.
2019-05-28Print engine version to stdout when starting GodotRémi Verschelde
Also include website URL and make it configurable via version.py together with the rest of the engine branding. Add mention to MIT license in --help output.
2019-05-27Merge pull request #29119 from bruvzg/native_icon_supportRémi Verschelde
Add native window/taskbar icon support for Windows and macOS.
2019-05-24Merge pull request #28993 from Calinou/server-hide-noop-cli-argumentsRémi Verschelde
Hide non-applicable CLI arguments in the server platform
2019-05-24Hide non-applicable CLI arguments in the server platformHugo Locurcio
This refactors some of the CLI parsing code to follow the CLI help's order, making it easier to toggle using compile-time defines.
2019-05-24Add native window/taskbar icon support for Windows and macOS.bruvzg
Co-authored-by: Markus Törnqvist <mjt@nysv.org>
2019-05-09Tweak the default low-processor usage mode to be 144 Hz-friendlyHugo Locurcio
On high-refresh rate displays, the old default value (8000) effectively limited redrawing to 125 FPS, no matter whether V-Sync was enabled or not. The new value limits redrawing to a value slightly above 144 FPS, decreasing input lag and making the editor feel smoother when using freelook. 60 Hz displays aren't affected by this change when V-Sync is enabled, since V-Sync will take care of limiting redrawing to 60 FPS.
2019-05-01Add godot version in backtrace messagelupoDharkael
2019-04-05Merge pull request #26830 from KidRigger/physics_fps_bugRémi Verschelde
Fixes physic_fps=0 bug that prevented quit.
2019-03-20Revert accidental commitsPedro J. Estébanez
This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4. This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
2019-03-20Create live view dock [wip]Pedro J. Estébanez
2019-03-13Merge pull request #26484 from Andrettin/Configurable-Tooltip-OffsetRémi Verschelde
Make the Tooltip Position Offset Configurable
2019-03-09Fixes physic_fps=0 bug.Anish Bhobe
Added a condition to check if the loop exited without iteration being run by checking the return value from idle(). Fixes: #26321
2019-03-09Set editor hint early for Project Manager and EditorRémi Verschelde
We need it in setup() already before initializing the renderer, as it's used to force fallback to GLES2 if GLES3 fails. Fixes #26806.
2019-03-05Disable driver fallback to GLES2 by defaultRémi Verschelde
GLES2 is not designed to be a drop-in replacement for the GLES3 backend, so the fallback mode has to be used knowingly. It *can* make sense for simple projects which make sure to handle the differences between both rendering backends, but most users should stick to one supported backend. By making it opt-in, we can now use this parameter to define whether to export ETC textures to Android and iOS when using GLES3 + Fallback. When using GLES3 without Fallback on Android, set the proper min GLES version in the AndroidManifest. Also made the option boolean and renamed it for clarity and to avoid conflict with the previous String option (which would always evaluate as "true" otherwise). Fixes #26569.
2019-03-02Made the tooltip position offset configurableAndrettin
2019-02-27Fix -Wsuggest-attribute=format warnings.marxin
2019-02-25Fix property hint for stretch strink settingRémi Verschelde
Fixes #25184.
2019-02-23Make allowed pid for window takeover happen immediately, fixes #21431Juan Linietsky
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-20ProjectSettings: fix category for per pixel transparency settingsRémi Verschelde
2019-02-18Fix warnings seen with warnings=all and recent GCC 8.2.marxin
2019-02-12Drivers, main, servers: Ensure classes match their header filenameRémi Verschelde
Renamed: - `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h` (same for `coremidi` and `winmidi`) - `main/timer_sync.h` -> `main_timer_sync.h` - `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-01-24Make recursive nature of iteration not fail.Juan Linietsky
2019-01-24Do not fail on recursive iteration. Not ideal but should work for now and ↵Juan Linietsky
not crash. Fixes #25272 Eventually some sort of main even queue should be implemented to do this properly.
2019-01-22Avoid cyclic iteration check, fixes #24969Juan Linietsky
2019-01-14GLES2: Make Nvidia flicker workaround opt-inRémi Verschelde
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
2019-01-03Don't apply target_fps in editorTimo Schwarzer
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-20Core: Drop unused global_defaults logicRémi Verschelde
It used to be used for Android and iOS to specify platform-specific project settings overrides, but we now have feature tags for that.
2018-12-16Merge pull request #19501 from Zylann/custom_loadersRémi Verschelde
Added basic support for custom resource savers and loaders