| Commit message (Collapse) | Author | Age | Files | Lines |
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Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
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Some platforms (*cough* web *cough*) have hard limits on the number of
threads that can be spawned.
Currently, ThreadPoolWork (mostly used in rendering/physics servers)
will spawn as many threads as CPUs available causing exception on
machines with high CPU count.
This commit adds a new overridable method to OS that returns the default
thread pool size (still the CPU count by default), and overrides it for
the JavaScript platform so it always allocate only one thread.
We can likely improve the whole ThreadPoolWork in the future to always
allocate X amount of threads, and assign jobs to them on the fly, but
that will require some more architectural changes.
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Doing a multiplication to reduce the amount of tests was causing
precision which lead to 2D raycast detecting false positive contacts
in some cases with convex polygons.
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Use the correct method to get SignalData to fix exceptions in signal disconnection
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This matches the name of the GDScript function (except it's uppercase
here).
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This makes it possible to change the branch of the documentation that
URLs are pointing to without having to modify all class reference
files.
In the XML class reference, the `$DOCS_URL` placeholder should be used,
and will be replaced automatically in the editor and when generating
the RST class reference.
The documentation branch string is set in `version.py`.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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-Allows displaying custom options for specific file format variants
-Added support for scene format import to retrieve custom options
This PR is necessary for #54886 to be implemented properly.
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CaptainProton42/fix-extension-class-inspector-properties
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Extension class properties that have been registered with
ClassDB(`GDNativeInterface::classdb_register_extension_class_property`)
were not fetched previously. (Only directly providing a property
list using `GDNativeExtensionClassCreationInfo::get_property_list_func`
would work.) This especially caused problems with the C++
bindings since they exclusively rely on ClassDB to register properties.
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Reimplement ping-pong animation and reverse playback
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functions.
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This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
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Synced with gabomdq/SDL_GameControllerDB@322aac4bb71d8c62ec7dcd4eb627a9d338b37684.
Also improve parser errors to allow identifying the problematic mappings.
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Modify Array/Dictionary::operator== to do real key/value comparison
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support (and add unittests)
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Calinou/editor-translations-increase-zlib-compression-level
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With comments stripped, this reduces the combined generated translation
size from 28.7 MB to 28.4 MB (-240 KB).
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[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
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- 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.
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