Age | Commit message (Collapse) | Author |
|
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
|
|
|
|
|
|
|
|
Make platform feature tag names lowercase
|
|
|
|
Three attack points, all after the regular calculations:
1. Prevent negative physics timestep counts. They could occur if
physics_jtter_fix is changed at runtime.
2. idle_step is not allowed to go below 1/8th of the input step.
That could happen on physics_jitter_fix changes or heavily
fluctuating performance.
3. Prevent that the idle_step modification breaks the promise
that Engine.get_physics_interpolation_fraction() is between
0 and 1 by doing more physics steps than the base system wants.
Fixes #26887
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
|
|
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
|
|
The minimum window size can still be set to `Vector2(0, 0)` in a script
if needed.
This closes #37242.
|
|
Use used_in_transfer instead of used_in_compute twice.
|
|
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.
Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.
This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
|
|
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.
For desktop OSs it's currently not feasible given main and UI threads are the same).
|
|
Fixes and optimizations to mobile renderer
|