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2022-12-12Rename all gdnative occurences to gdextensionGilles Roudière
Non-exhaustive list of case-sensitive renames: GDExtension -> GDNative GDNATIVE -> GDEXTENSION gdextension -> gdnative ExtensionExtension ->Extension (for where there was GDNativeExtension) EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION) gdnlib -> gdextension gdn_interface -> gde_interface gdni -> gde_interface
2022-12-04Improve command line help to fit on narrower displaysHugo Locurcio
- Update shell completions to reference recently added CLI arguments.
2022-11-02Rename `--export` command line argument to `--export-release`Hugo Locurcio
This makes the action of exporting to release mode more explicit.
2022-10-13Implement a way to dump the gdnative_interface.h file from the executableGilles Roudière
2022-09-19Split rendering driver project setting into renderer_name and ↵clayjohn
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
2022-06-15Add Godot 3.x -> Godot 4.x project converterRafał Mikrut
2022-05-16Rename `--vk-layers` command line argument to `--gpu-validation`Hugo Locurcio
The new name is independent of the graphics API in use. This prepares Godot for implementations of graphics APIs other than Vulkan.
2022-03-15Merge pull request #59153 from Calinou/debug-stringnames-improveRémi Verschelde
Improve `--debug-stringnames` to be more useful
2022-03-15Improve `--debug-stringnames` to be more usefulHugo Locurcio
- 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.
2022-03-13Make `-q` CLI argument toggle quiet stdout instead of quittingHugo Locurcio
`-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.
2022-03-13Tweak the display order of CLI arguments in `--help` for consistencyHugo Locurcio
`--profile-gpu` was renamed to `--gpu-profile` for consistency with `--gpu-abort`. This also updates the shell completion files to the latest `master` branch.
2022-03-09Remove unused GDNative codeRémi Verschelde
This has been superseded by GDExtension so this code is no longer useful nor usable.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).
2022-01-13Merge pull request #56311 from Calinou/default-allow-hidpiRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-30Enable "Allow Hidpi" by defaultHugo Locurcio
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.
2021-08-03[Headless] Add --headless switch (no rendering, no audio).Fabio Alessandrelli
Also remove now unused "--no-window" option, and relative OS getter and setter.
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-02-16Add a fish shell completion file for the Godot editorHugo Locurcio
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
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!
2020-01-27Add a Bash completion script for the Godot editorHugo Locurcio
2020-01-10Add a zsh completion file for the Godot editorHugo Locurcio
This provides rich autocompletion when using Godot's command line interface.