Age | Commit message (Collapse) | Author |
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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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This has been superseded by GDExtension so this code is no longer useful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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Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
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.plist files.
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Tweak logo max width on the web editor
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Allow using the web editor on any device orientation
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All iOS devices since the iPhone 5S support ARMv8 (64-bit).
The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
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Ensures early claim for aggressive caching.
Adds a button to update when it detects a new version asking
confirmation due to the necessary reload.
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Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
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On tablets and foldable phones, the editor can remain usable
while in portrait mode thanks to the wide display.
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The logo's maximum width is now dependent on the viewport height
in addition to the page width. This prevents the "Start Godot editor"
button from overflowing the page on mobile devices (although the
"Clear persistent data" and "Web editor documentation" buttons will
still overflow for now).
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This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.
This also specifies a theme color for the web editor's offline
fallback.
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privacy settings, entitlements warnings and error checking.
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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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Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
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Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.
The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).
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translation detection by the OS.
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"dist/linux/org.godotengine.Godot.xml" definitions. Add missing "shader" type icon.
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This provides a more coherent visual look with the rest of macOS.
Co-authored-by: Hazar <36481442+hazarek@users.noreply.github.com>
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Also remove now unused "--no-window" option, and relative OS getter and
setter.
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Rename the `.shader` file extension to `.gdshader`
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Add iOS export option for device family
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These are the entitlements we define for official macOS editor builds since
Godot 3.3.
Users making custom builds of the engine can use those files with `codesign` to
sign their own builds. E.g.:
```
codesign --force --timestamp \
--options=runtime --entitlements editor.entitlements \
-s <your key> -v osx_template.app
```
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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No longer used in 3.3+.
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Adds possibility to export as a progressive web app.
Allows customizing base icons, display mode, orientation and offline
page.
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We used to only generate the favicon if it was specified in the user
project settings, now it's optional, will export it to `NAME.icon.png`,
(falling back to the default project icon if none is set in project
settings), and the `<link>` tag is added using the `$HEAD_INCLUDE`
instead of being hardcoded in the template.
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Add a welcome dialog to the HTML5 editor
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This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
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