Age | Commit message (Collapse) | Author |
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These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.
Co-authored-by: thebestnom <shoval.arad@gmail.com>
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Improve `--debug-stringnames` to be more useful
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- Print all StringNames, not just the top 100.
- Print statistics at the end of the list of StringNames,
with unreferenced and rarely referenced StringNames.
- List the CLI argument in `--help` and shell completion.
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`-q` is a common toggle in a command line applications for quiet mode
(see apt or dnf for examples). In contrast, `--quit` isn't needed
as often.
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`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.
This also updates the shell completion files to the latest `master`
branch.
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`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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This has been superseded by GDExtension so this code is no longer useful
nor usable.
There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
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This reverts commit 94ef200bab8feb5024b2c64ac14daa24e0c4cc55.
This broke extension loading.
Fixes #58273.
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Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.
Removes unnecessary `editor_node.h` includes in various editor classes.
Renames `dynamicfont` to `dynamic_font` in a couple files.
Misc cleanup while jumping through that rabbit hole.
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Remove redundant set of preprocessor directives and combine duplicate if statements.
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Fix editor settings loading / saving by Project Manager.
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[Debugger] Move most profilers to ServersDebugger, fix core includes.
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This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
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Less stringly typed logic, and less String allocations and comparisons.
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Also splits bandwidth/rpc profiler (RPCProfiler is now in
SceneDebugger).
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String: Add contains().
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This could lead to have a step of 0 when parsing e.g. "1,10,is_greater".
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This reverts commit fcc9f5ce396ff921ed8253f657a8c9c38e7a878d.
The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
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Removes the `fullsize` option which is superseded by `stretch_mode`.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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The wrongly claimed support for it was removed in #49645.
See also #56862.
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Happy new year to the wonderful Godot community!
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This fixes window management issues across platforms on hiDPI monitors.
The `--low-dpi` command line argument has been removed as similar
functionality (forcing low-DPI mode on DPI-aware programs) is
already provided by Windows and macOS itself.
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This can be used to diagnose why the printed FPS is locked to the
monitor refresh rate.
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Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
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* Adds `indent(str)` to `String`:
* Indent the (multiline) string with the given indentation.
* This method is added in order to keep the translated XML correctly
indented.
* Moves the loading of tool/doc translation into
`editor/editor_translation.{h,cpp}`.
* This will be used from both `EditorSettings` and the doc tool from
`main`.
* Makes use of doc translation when generating XML class references, and
setup the translation locale based on `-l LOCALE` CLI parameter.
The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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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.
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This allows disabling the boot splash image while keeping the
background color.
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