| Commit message (Collapse) | Author | Age | Files | Lines |
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Improve UX when falling back between Display Servers
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Before it was a bit unclear on what was happening, since a display
server has to fail to fall back and so the user would be left with an
error _and_ a (hopefully) running game.
Should make the experience more pleasant on Linux/BSD now that we have
two display servers.
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the editor system info.
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Improve error message when loading non-PNG splash image
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Allow more image types for some project settings
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Remember editor window mode, screen, size and position on restart
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Calinou/command-line-improve-rendering-driver-method-error-messages
Improve error messages for invalid rendering drivers/methods on the command line
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- Deduplicate rendering driver names.
- Tweak grammar and punctuation to be consistent across both messages.
- Use "rendering method" terminology in the relevant error message.
Preview:
`--rendering-driver unknown`:
Unknown rendering driver 'unknown', aborting.
Valid options are 'vulkan', 'opengl3', 'opengl3_es' and 'dummy'.
`--rendering-method unknown`:
Unknown rendering method 'unknown', aborting.
Valid options are 'forward_plus', 'mobile' and 'gl_compatibility'.
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PR #90993 added several debugging utilities.
Among them, advanced memory tracking through the use of custom
allocators and VK_EXT_device_memory_report.
However as issue #95967 reveals, it is dangerous to leave it on by
default because drivers (or even the Vulkan loader) can too easily
accidentally break custom allocators by allocating memory through std
malloc but then request us to deallocate it (or viceversa).
This PR fixes the following problems:
- Adds --extra-gpu-memory-tracking cmd line argument
- Adds missing enum entries to
RenderingContextDriverVulkan::VkTrackedObjectType
- Adds RenderingDevice::get_driver_and_device_memory_report
- GDScript users can easily check via print(
RenderingServer.get_rendering_device().get_driver_and_device_memory_report()
)
- Uses get_driver_and_device_memory_report on device lost for appending
further info.
Fixes #95967
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Fix Godot not quitting with `--doctool --gdscript-docs`.
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m4gr3d/memory_allocation_cleanup_and_optimizations
Android memory cleanup and optimizations
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- Returns an empty list when there's not registered plugins, thus preventing the creation of spurious iterator objects
- Inline `Godot#getRotatedValues(...)` given it only had a single caller. This allows to remove the allocation of a float array on each call and replace it with float variables
- Disable sensor events by default. Sensor events can fired at 10-100s Hz taking cpu and memory resources. Now the use of sensor data is behind a project setting allowing projects that have use of it to enable it, while other projects don't pay the cost for a feature they don't use
- Create a pool of specialized input `Runnable` objects to prevent spurious, unbounded `Runnable` allocations
- Disable showing the boot logo for Android XR projects
- Delete locale references of jni strings
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Split `TranslationServer` into its own file
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Run cleanup code on DisplayServer init failure to prevent crash on exit.
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[.NET] Move search in files extension list definition to be after Scene level module init.
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level module init.
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[Windows] Add Intel Gen7.5/Gen8/Gen9 GPUs to Angle blocklist.
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Physics interpolation (3D)
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Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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Windows: Fall back to D3D12 if Vulkan is not supported and vice versa
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Before this patch any other display driver preference would be
overridden.
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Handle display driver preferences consistently between editor and projects
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The way that it was implemented before allowed for the project property
to spill over to the editor if the `prefer_wayland` property is not
present which, while not completely likely, is still a possibility. This
specific part is thus more of a correctness change, ensuring that we
always enforce the default display server when not running a project.
This commit also removes the restart requirement for the relative
display driver project settings as they're independent and a restart
would do nothing useful.
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[Editor] Unload addons when using `--import` or `--quit`.
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Always render when XR is enabled, even if no OS windows can draw
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Restore default clear color after displaying boot splash
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On Android the boot splash can be shown at a different time, so the clear color restore needs to happen within the `setup_boot_logo` function
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Cleanup Android input on render thread settings
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Follow up to https://github.com/godotengine/godot/pull/93933
Clean up the set of settings use to control whether Android input should be dispatched on the render thread.
Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
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The counter is now incremented at the start of a physics tick rather than at the end.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior) which may cause the application to ANR.
- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
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renderer
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Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
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