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path: root/core/config/project_settings.cpp
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* Rename the physics server `run_on_thread` project settingsHugo Locurcio2022-01-291-2/+2
| | | | `run_on_separate_thread` is more explicit.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-19/+19
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Don't show errors when getting nonexistent settingsAaron Franke2021-11-251-3/+3
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* Move logic for saving project features to ProjectSettings save_customAaron Franke2021-11-251-5/+36
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* Project feature warning systemAaron Franke2021-11-241-0/+78
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* Ignore override.cfg when in editorkobewi2021-11-221-8/+8
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* Restrict the project data directory configurationne0fhyk2021-10-181-2/+5
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* Make the project data directory customizable.ne0fhyk2021-10-111-3/+7
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* Merge pull request #52711 from m4gr3d/provide_getter_for_project_data_dir_masterRémi Verschelde2021-10-051-1/+12
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| * Provide a getter for the project data directory.ne0fhyk2021-09-151-1/+12
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* | Use range iterators for `Map`Lightning_A2021-09-301-18/+18
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* | Fix path with multiple slashes not being corrected on templatesRicardo Subtil2021-09-101-5/+1
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* Use OrderedHashMap for autoloads to preserve orderLyuma2021-08-261-1/+1
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-2/+2
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-11/+8
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* Misc cleanup of header includesRémi Verschelde2021-07-151-3/+1
| | | | | Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
* Change VSync mode project setting enum type from string to integerHendrik Brucker2021-07-121-1/+2
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* Restructure and reimplement vsync optionsHendrik Brucker2021-07-061-0/+1
| | | | | -Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
* Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke2021-07-011-1/+1
| | | | Also use const more often.
* Save binary ProjectSettings key length properlyHaoyu Qiu2021-06-161-4/+2
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* Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-ioRémi Verschelde2021-06-111-2/+2
|\ | | | | Core: Move DirAccess and FileAccess to `core/io`
| * Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-2/+2
| | | | | | | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* | Merge pull request #49279 from Calinou/rename-string-is-abs-path-methodRémi Verschelde2021-06-111-1/+1
|\ \ | |/ |/| Rename `String.is_abs_path()` to `String.is_absolute_path()`
| * Rename `String.is_abs_path()` to `String.is_absolute_path()`Hugo Locurcio2021-06-031-1/+1
| | | | | | | | This is more consistent with `NodePath.is_absolute()`.
* | Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde2021-06-041-1/+1
|\ \ | |/ |/| Rename the `.shader` file extension to `.gdshader`
| * Rename the `.shader` file extension to `.gdshader`Hugo Locurcio2021-03-241-1/+1
| | | | | | | | | | This lets third-party software recognize Godot shaders more easily, without relying on guesswork since the `.shader` extension is generic.
* | Use an enum to represent screen orientation in the Project SettingsHugo Locurcio2021-05-241-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | - 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").
* | Implement the `%command%` placeholder in the Main Run Args settingHugo Locurcio2021-05-071-0/+2
| | | | | | | | | | | | | | | | | | | | This can be used to tell Godot to run an executable that will run Godot rather than running Godot directly. This is useful to make Godot start on the dedicated GPU when using a NVIDIA Optimus setup on Linux: `prime-run %command%` The `editor/run/main_run_args` setting declaration was moved to make it visible in the ProjectSettings documentation.
* | Set resource path earlier on ProjectSettings setupGeorge Marques2021-04-081-4/+3
|/ | | | | Since loading the config might use the resource path, it needs to be set before that happens.
* Fix bug causing `project.godot` to be ignored when `project.binary` is missingFredia Huya-Kouadio2021-03-161-2/+0
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* Fixes small typos and grammar correctionAnshul7sp12021-03-121-1/+1
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* Allow to save override.cfg with ProjectSettingskobewi2021-03-071-1/+1
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* Added ability to override built-in actions for the editorEric M2021-02-181-162/+25
| | | | This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
* Reorganize Project Settingsreduz2021-02-181-12/+22
| | | | | | | -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.
* Make Servers truly Thread Safereduz2021-02-101-2/+2
| | | | | | | | | -Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
* Detect external modification of project.godotkobewi2021-02-091-1/+6
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* 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 🎆
* Fix .pck lookup for extensionless binary in macOS resources.bruvzg2020-12-021-1/+1
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* Removed references to 'registering_order', as it was unused.Eric M2020-11-261-4/+0
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-0/+1268
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code