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* Core: Move generated `VERSION_HASH` to a `.cpp` fileRémi Verschelde2022-02-091-3/+2
| | | | | This lets us have its definition in `core/version.h` and avoid rebuilding a handful of files every time the commit hash changes.
* Merge pull request #55020 from bruvzg/vlk_device_surface_checkRémi Verschelde2022-01-171-0/+4
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| * [Vulkan] Check each device capabilities before selecting it.bruvzg2021-11-221-0/+4
| | | | | | | | | | | | | | Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability. Add device preferred type check in discrete > integrated > virtual > cpu > other order. Add device list printout. Add command line argument to override device selection.
* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Fix character encoding of Engine::get_copyright_infoNathan Franke2021-10-131-4/+4
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* Add ability to register singletons from engine APIreduz2021-08-251-3/+27
| | | | | * Exposed functions in Engine to register and unregister singletons. * Added the concept of user singletons, which can be removed (the system ones can't).
* Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio2021-08-111-2/+2
| | | | | | | | This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
* Use doubles for time in many other placesAaron Franke2021-08-091-4/+4
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-1/+1
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-2/+2
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* Implement native extension systemreduz2021-06-251-2/+3
| | | | | | * Deprecates GDNative in favor of a simpler, lower level interface. * New extension system allows registering core engine classes. * Simple header interface in gdnative_interace.h
* Merge pull request #48359 from Calinou/add-engine-print-error-propertyRémi Verschelde2021-06-201-0/+8
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| * Add `Engine.print_error_messages` property to disable printing errorsHugo Locurcio2021-05-011-0/+8
| | | | | | | | | | | | | | | | This can be used during unit test suite runs to hide error and warning messages. Care should be taken when using this feature, as it can hide important information if used wrongly.
* | Rename Reference to RefCountedPedro J. Estébanez2021-06-111-3/+3
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* | Implement shader cachingreduz2021-05-311-0/+8
|/ | | | | | | | | | | | * 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
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Make warning about Reference singletons more accuratePedro J. Estébanez2020-11-231-2/+3
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* Warn about singleton being a ReferencePedro J. Estébanez2020-11-191-0/+10
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-0/+221
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code