Age | Commit message (Collapse) | Author |
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Add Min/Max Window Size Setting
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Add project settings to easily set the minimum and maximum window size.
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Fixed link errors when building in debug with RegEx module disabled
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This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.
This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.
This closes #21896.
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Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.
Part of #30270.
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Add access to interpolation fraction for fixed timestep interpolation
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Addresses #30068
This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.
The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
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This results in slightly smaller binaries (-17 KB for an editor binary)
as no strings need to be allocated.
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Make `--doctool` create directories if they don't exist
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This prevents errors due to missing directories when generating
engine documentation.
This closes #17297.
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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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This can help to solve compilation issues on systems with Japanese
locale with encodings like Shift_JIS and UTF-8-BOM.
Also be more consistent using String::utf8() to represent cyrilic
unicode characters in test_string.cpp
Clarified some comments in test_string.cpp for some Unicode characters.
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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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Tweak the default low-processor usage mode to be 144 Hz-friendly
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(cherry picked from commit a31bbb4bd920e28cbb2c737a785e91da5e7a599f)
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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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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Marcelo Fernandez <marcelofg55@gmail.com>
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