Age | Commit message (Collapse) | Author |
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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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Supersedes #27736.
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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.
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Add native window/taskbar icon support for Windows and macOS.
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Hide non-applicable CLI arguments in the server platform
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This refactors some of the CLI parsing code to follow the CLI help's
order, making it easier to toggle using compile-time defines.
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Co-authored-by: Markus Törnqvist <mjt@nysv.org>
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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.
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Fixes physic_fps=0 bug that prevented quit.
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This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4.
This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
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Make the Tooltip Position Offset Configurable
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Added a condition to check if the loop exited without iteration
being run by checking the return value from idle().
Fixes: #26321
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We need it in setup() already before initializing the renderer,
as it's used to force fallback to GLES2 if GLES3 fails.
Fixes #26806.
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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.
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Fixes #25184.
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Fixes #25316.
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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`
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not crash. Fixes #25272
Eventually some sort of main even queue should be implemented to do this properly.
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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.
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Happy new year to the wonderful Godot community!
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It used to be used for Android and iOS to specify platform-specific
project settings overrides, but we now have feature tags for that.
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Added basic support for custom resource savers and loaders
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