Age | Commit message (Collapse) | Author |
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
|
|
This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
|
|
- Add MIME definitions for resources, scenes and scripts
- Remove the "weight" property, which defaults to 50, a much saner value than the previous 100, which was a bit excessive.
- Changes their icon names in order to follow the XDG icon naming conventions.
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
|
|
See <https://www.hadess.net/2020/05/dual-gpu-support-launch-on-discrete-gpu.html>
for more information on this newly added `.desktop` entry property.
|
|
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
|
|
No peace for the weary. :)
|
|
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
Mime type definitions are usually named like the mime type they define,
i.e. x-godot-project in our case.
It was introduced with reverse DNS naming as that's what FlatHub favors,
so it will need to be renamed there.
|
|
No rest for the wicked.
|
|
Also drop empty "image" test, and print proper error when passing wrong
test name.
Fixes #25638.
|
|
Happy new year to the wonderful Godot community!
|
|
This should eventually be rewritten to properly test IO features,
but this would be part of a bigger work on adding a proper testing
framework for Godot features.
Fixes #2454.
|
|
Fixes #23509.
|
|
This allows Godot to be registered as an application to open
Godot project files.
|
|
Fixes #20503.
Also added the option to the Linux manpage.
|
|
This also adds a few more fields to the AppStream file to improve
desktop integration.
|
|
|
|
|
|
Add --print-fps option to output FPS to stdout
|
|
|
|
Works both for the editor and games.
Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
|
|
|
|
|
|
|
|
[ci skip]
|
|
[ci skip]
|
|
[ci skip]
|
|
[ci skip]
|