Age | Commit message (Collapse) | Author |
|
|
|
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
|
|
Also _transform to _transform3d
|
|
|
|
|
|
|
|
|
|
HaywardMorihara/export-android-keystore-debug-warnings
Exporting -> Android: Keystore Warnings
|
|
Implement shader caching
|
|
Add iOS export option for device family
|
|
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
|
|
|
|
Allow basic user data backup on Android
|
|
Fixed changing screen orientation on Android
|
|
|
|
Set schemes' build config to debug/release in iOS Xcode export
|
|
|
|
Tweak dozens of editor property hints for consistency
|
|
|
|
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
|
|
|
|
|
|
Use an enum to represent screen orientation in the Project Settings
|
|
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
is disabled.
- Remove redundant orientation setting in the iOS export preset.
The project setting is now used (like on Android).
Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
|
|
|
|
|
|
|
|
add OpenBSD to OS_LinuxBSD::get_name()
|
|
|
|
|
|
|
|
OS: Remove code duplicate in XDG paths handling
|
|
[HTML5] Fix build after KEY_CTRL rename.
|
|
|
|
New `JavaScript.download_buffer` method to create a prompt that let the
user download a file.
|
|
Follow-up to #48542.
|
|
The XDG Base Directory specification does not allow using relative paths
(which broke things in Godot anyway). If a relative path is detected,
it should be ignored.
|
|
[HTML5] Implement Godot <-> JavaScript interface.
|
|
|
|
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
```
|
|
|
|
We found that this flag causes this error on PR #48812 which does not add any
fancy inline assembly:
```
/tmp/tile_set-ce236a.s: Assembler messages:
/tmp/tile_set-ce236a.s:34676: Error: selected processor does not support `bfc x0,#32,#32'
clang++: error: assembler command failed with exit code 1 (use -v to see invocation)
```
That flag is mentioned in various errors related to assembler failures on
arm64v8 with Clang from the Android NDK.
It was added in Godot in #6958 when migrating from GCC to Clang, and is indeed
referenced in the NDK's Clang migration guide:
https://android.googlesource.com/platform/ndk/+/master/docs/ClangMigration.md
> Especially for ARM and ARM64, Clang is much stricter about assembler rules
> than GCC/GAS. Use `-fno-integrated-as` if Clang reports errors in inline
> assembly or assembly files that you don't wish to modernize.
We don't get those errors nowadays so it seems the flag is no longer needed.
|
|
Add `WARN_ON_UNDEFINED_SYMBOLS=0` for the main module (which defines
`godot_js_main` as extern coming from the "side" module, i.e. the main
Godot binary).
|
|
|
|
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
jsdoc has no new release so I'm tracking this PR:
https://github.com/jsdoc/jsdoc/pull/1906
|
|
(cherry picked from commit d1f023c35b8bed3fc839fdc5d587a839568aab44)
|
|
Some Vulkan debugging prints were also changed to be printed only
in verbose mode.
|
|
[HTML5] Fix target_fps when window loses focus.
|
|
InputEventWithModifiers properties/methods
|