Age | Commit message (Collapse) | Author |
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Rename all gdnative occurences to gdextension
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Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
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Make submitting depth buffer in OpenXR optional
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DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
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Improve command line help to fit on narrower displays
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- Update shell completions to reference recently added CLI arguments.
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Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
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Avoid using `get_global_class_native_base`
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Calinou/cmdline-user-args-add-alternative-separator
Allow `++` as an alternative separator to `--` for user CLI arguments
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Fix singleton scene cyclic loading
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The setting is stored in the project editor metadata, and the server is
automatically started/stopped when the option change (only stopped if no
session is currently active).
The CLI option `--debug-server` now also forces the server to stay open
(without saving the state, unlike the menu option).
This commit also removes the "Keep debugger open" option in the script
editor "debug" menu. That option was really confusing, it used to hide
the bottom panel if and only if the debugger pane was selected, so if
you had your output log open instead (default when pressing play) it
would effectively do nothing. Having an option to save a click in such
a very specific case seems very overkill.
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Move editor class and plugin registrations to a dedicated file
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Implement adjusting the maximum number of physics steps per rendered frame
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This is required when using `startx` to start a Godot project, as
`--` is used by `startx` for its own arguments (and there is no way
to escape it).
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Rename `--export` command line argument to `--export-release`
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This makes the action of exporting to release mode more explicit.
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- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
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Default to Opengl3 driver when using the project manager
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Add ProMotion/High Refresh Rate Support to iOS Exports
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Fix build with Vulkan disabled and no Vulkan headers installed.
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Unify usage of GLOBAL/EDITOR_GET
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Implement a way to dump the gdnative_interface.h file from the executable
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This only applies when starting the project manager without command line args
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Add iOS UI Options
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When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.
This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
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This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.
The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
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This also removes `OS::can_use_threads` from the public API since it's always
true.
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Add missing initial window flags and window mode to the project settings.
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rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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