Age | Commit message (Collapse) | Author |
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- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
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- Use lowercase driver names for the `--rendering-driver`
command line argument.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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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 🎆
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Enabled ARC for iOS.
Weakify/Strongify macros for objc blocks.
Removed old version checks.
Specific types for ObjC++ modules to exclude unneeded bridging.
Separate DeviceMetrics class for device specific data.
Replaced old/deprecated functionality.
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Implemented Vulkan Support.
Use DisplayServer for rendering and input handling
Use single view for rendering in both GLES2 (not supported yet) and Vulkan
Use @available checks where it's required (otherwise compiler would fail compilation)
Simulator checks
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