Age | Commit message (Collapse) | Author |
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Using codespell 2.2-dev from current git.
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The new name is independent of the graphics API in use.
This prepares Godot for implementations of graphics APIs other than Vulkan.
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Follow-up to #60777 and #60800.
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Closes #60778.
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small changes: improve OS.get_name classref, misc/scripts fixes, remove trailing quote
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Using codespell 2.2-dev from current git.
Fix a couple incorrect uses of gendered pronouns.
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set StartupWMClass in linux `.desktop` file
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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This has been superseded by GDExtension so this code is no longer useful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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Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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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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Follow-up to #55785.
In `black_format.sh`, the `--exclude` switch was wrongly used. It's a misnomer
that only excludes _untracked_ files, arcane pathspec patterns should instead
be used to exclude _tracked_ files.
Using this newfound knowledge, we can also simplify the other scripts.
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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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Threads are required for the web editor to function. If the web server
is not correctly configured, threads won't be available.
This makes troubleshooting easier for people looking to self-host
the web editor.
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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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Tweak theme color to match the Godot editor's background color
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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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The new default project theme uses StyleBoxFlat extensively for
a more modern design and better scalability to multiple resolutions.
SVG icons are now used in place of PNG icons. While this does not
allow for true vector-based icon drawing (icons are still rasterized
at load-time), this makes the design work easier for contributors
and opens the door to vector drawing in the future (e.g. with polygons
or SDFs).
Like for editor icons, the SVG header file is now built automatically
when a SVG file is changed. This removing the need for running
`make_header.py` manually (TODO).
The "Use Hidpi" project setting has been removed in favor of a
"Default Theme Scale" project setting, which allows creating the
default theme at a higher/lower scale than the default.
This can be used when designing GUIs with a high base resolution
to ensure crisp visuals.
Co-authored-by: Yuri Sizov <yuris@humnom.net>
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privacy settings, entitlements warnings and error checking.
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These are supposed to have CRLF because Windows, so we'll just skip this file type in the script.
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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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Now hook can find .py files.
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