Age | Commit message (Collapse) | Author |
|
Only Vulkan is fully implemented for now, so OpenGL isn't available
in the project manager yet.
This also makes the rendering driver checks use lowercase names
everywhere for consistency.
|
|
- 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.
|
|
- Use lowercase driver names for the `--rendering-driver`
command line argument.
|
|
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
|
|
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
|
|
Silences warning about a moderate security vulnerability (which doesn't affect us).
|
|
They're the same for all platforms so they don't need to be repeated in all
platform definitions.
|
|
This will allow adding developer checks which will be fully compiled out in
user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and
the editor builds.
This define is not used yet, but we'll soon add code that uses it, and change
some existing `DEBUG_ENABLED` checks to be performed only in dev builds.
Related to godotengine/godot-proposals#3371.
|
|
|
|
|
|
|
|
|
|
Removes more emscripten HTML5 library dependencies.
|
|
Removes more emscripten HTML5 library dependencies.
|
|
Removes more emscripten HTML5 library dependencies.
|
|
This makes us more independent from emscripten libraries, giving us more
control on the application lifecycle.
|
|
|
|
Release pressed events when the window is blurred on HTML5 platform
|
|
It used an old vendored version of acorn.js which seems to choke on this
trailing comma. This is not a problem for more recent Emscripten versions.
We disable the `comma-dangle` check in ESLint to prevent this issue.
|
|
|
|
[HTML5] Refactor audio drivers. Implement AudioWorklet w/o threads.
|
|
[HTML5] Fix wheel/touch callback modifying event after parse.
|
|
|
|
Performances are not great in general, bad on Firefox, on Chrome, well,
it could be an improvement. Leave it as a fallback for now, but can be
forced via project settings if desired (or custom JavaScript logic via
the "args" option).
I'm actually surprised this works, it involves so many allocations, but
there's no way around it when SharedArrayBuffer is not available :(.
|
|
[HTML5] Use browser mix rate by default on the Web.
|
|
The events should be duplicated or reinstantiated without
assuming that parse_input will consume them immediately.
|
|
Would attempt an out of bounds read, causing an exception.
|
|
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
|
|
[HTML5] Fix input not working when buffered.
|
|
After input buffering was reworked, input accumulation is now handled
outside of OS, and the JavaScript plaform never implemented that.
Additionally, the JavaScript platform is quite obnoxious about calling
specific APIs outside specific user triggered events.
This commit adds event flushing during the main iteration, and forces it
during keydown/keyup/mousedown/mouseup/touchstart/touchend/touchcanel
events (effectively only accumulating only "move" events).
|
|
|
|
- Tweak the Android platform logo to remove the Android wordmark,
as it can't be used without explicit permission.
|
|
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.
- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
|
|
Calinou/web-editor-improve-download-project-source-zip-name
Improve the generated ZIP archive name when using Download Project Source
|
|
Follow-up to #51002.
|
|
Update Godot Javascript FS library to manually depend on ERRNO_CODES.
|
|
This makes for easier organization since downloading a project
several times (or several different projects) will result in more
meaningful file names.
|
|
|
|
|
|
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`
|
|
|
|
|
|
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
|
|
|
|
Non-threads build are broken anyway.
|
|
The XR API changed a bit, and it's not just a rename, though probably an
easy update for someone who is qualified :).
|
|
Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
|
|
The memory was resized in any case during start.
Mitigate Chromium issue:
https://bugs.chromium.org/p/v8/issues/detail?id=11863
Also fix a warning about SAFE_HEAP being a linker only flag.
|
|
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
|
|
Strings are UTF-8 encoded and should be parsed as such, while it was
being parsed as a C string before.
|