Age | Commit message (Collapse) | Author |
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This PR is a continuation of #50381 (which was implemented exactly a year ago!)
* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.
Obligatory Screen:
A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size
TODO:
* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.
In general this PR is a starting point for more contributors to improve and enhance this functionality.
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winterpixelgames/master-allow-scroll-container-scroll-to-be-set-instantly
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you can set scroll_container.scroll_vertical instantly after adding children to a scroll container.
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Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
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Add peer visibility to MultiplayerSynchronizer.
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MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.
The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.
The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".
To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
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Add LabelSettings resource for quick Label theme property override.
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- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
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Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
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Add Rest Fixer to importer retarget
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support to the GDextension API.
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Fix a bug that occour when there are hidden children in grid_container.
The visualization isn't correct due to a wrong calculation of max_col and max_row that mistakenly includes hidden children.
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`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.
Shadow atlas settings now contain the word "atlas" for easier searching.
Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
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And finally remove the 'frames' property which was added for compatibility with 2.1
in bed3efb17ede58a2bfc177b47cb3a49091aea30a.
Fixes #21765.
The 'animations' property on the other hand is needed, contrarily to what its comment
said (copy-paste mistake probably).
Also removes unused '_get_animation_list'.
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Make the meta click area fit to its visible area
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Fix range slider in tree not updating text value
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Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
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Eliminate the click vacuum area, mainly the indentation generated by indent/ul/ol tags
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