Age | Commit message (Collapse) | Author |
|
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.
|
|
This also removes `OS::can_use_threads` from the public API since it's always
true.
|
|
|
|
|
|
Add missing initial window flags and window mode to the project settings.
|
|
|
|
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
|
|
|
|
[Net] Rename "ssl" references to "tls" in methods and members.
|
|
|
|
This exposes PhysicsServer2DManager and PhysicsServer3DManager.
|
|
Vulkan and OpenGL rendering drivers).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Also rename export name from "HTML5" to "Web".
|
|
|
|
|
|
|
|
|
|
|
|
|
|
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.
TEMPORARY REGRESSIONS
---------------------
Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
|
|
|
|
This adds support for benchmarking engine startup (and editor startup if used).
The goal is to use this in the benchmarking server to track improvements and changes to engine, editor, importer and scene loading startup times.
|
|
|
|
Increase the default project window size for better usability
|
|
The new default window size is tuned to:
- Have a 16:9 aspect ratio,
- Have both dimensions divisible by 8 to better play along with
video recording,
- Be displayable correctly in windowed mode on a 1366×768 display
(tested on Windows 10 with default settings).
This breaks compatibility with projects that didn't change the
window size from the default value (or that kept one of the values
to its default).
|
|
This also improves documentation related to driver project settings.
|
|
|
|
Also fix printing messages in ClassDB test.
|
|
Variant memory pools
|
|
Implements the standard Unix double dash (--) commandline argument:
* Arguments after a double dash (--) are ignored by Godot and stored for the user.
* User can access them via `OS.get_cmdline_user_args()`
Example:
`godot.exe scene_to_run.tscn --fullscreen -- --start-level 2`
|
|
Remove Signal connect binds
|
|
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
|
|
|
|
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
|
|
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
|
|
|
|
|
|
|
|
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.
This can be used to create videos that stop at a specified time
without having to write any script.
A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.
A method was also added to get the path to the output file from the
scripting API.
|
|
|
|
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks
that can be run on threads (and then waited for). It satisfies the following use cases:
* HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads.
* Thread spawning is slow in general, so reusing threads is faster anyway.
* This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks.
After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
|
|
|
|
|
|
|