Age | Commit message (Collapse) | Author |
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Respect texture filtering when importing GLTF
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[MP] Allow multiple synchronizers per node.
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C#: Use Span in Color to avoid string allocations
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The same node can now be controlled by multiple synchronizers at once.
Spawn visibility is composed in OR across multiple synchronizers (i.e.
if any synchronizer is visible to the peer, the object will be spawned).
Synchronizers controlling spawned nodes can now have a different
authority then the one spawning the node, in that case, the spawn
variables for that specific synchronizer are simply ignored (other
synchronizers with the same authority of the spawner will correctly
synchronize variables on spawn).
The SceneReplicationState class has been completly removed, since it was
bloating the implementation, the state is now simply stored in the
SceneReplicationInterface.
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This also removes `OS::can_use_threads` from the public API since it's always
true.
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Fix more highlighting bugs
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Fix crash in navigation 3d when target is not reachable
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C#: Update Basis Euler angle code to match core
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Fix visibility filtering options for .blend imports
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The code that resets variables to retry navigation to the closest possible poly was not resetting 1 variable, which caused it to exceed the vector bounds
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If the delegate target is an Object, the connected signal will be registered in that object instead of the middleman. So when that object is destroyed, the signal will be properly disconnected.
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ci: add Python static analysis check via mypy
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Add warning for synchronizer authority mismatch
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Using codespell 2.3-dev from current git.
And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
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akien-mga/scons-msvc-graphite-silence-c++17-deprecation-warnings
SCons: Silence MSVC C++17 deprecation warnings in Graphite
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Fix MSVC warnings C4324, C4389, C4456, and C4459
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Fix MSVC warning C4706: assignment within conditional expression
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Document `print_stack()` and `get_stack()` requiring a debugger connection
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[Text Server] Clear textures after "generate mipmaps" property change.
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Part of #66537.
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Part of #66537.
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Fixes #66497.
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[GDExtension] Use function names with underscore for TextServer extension, add macros to generate wrappers for module functions.
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get_path()`
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Add passthrough extension wrapper
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add macros to generate wrappers for module functions.
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Use double instead of real_t type for time-related parameters and variables
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Add OpenXR palm pose extension support
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Fix highlighting after value keywords
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Addresses #65313
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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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Adding OpenXR hand tracking support
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[RTL] Fix font variations / OpenType features of theme default font not updated when default font is changed.
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_parse_function()
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