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* Clean Input::frame_parsed_events before de-initialising scripting languages ↵bruvzg2024-05-301-0/+6
| | | | to ensure no script created events exist at the exit.
* Fix -empty string- console log in web exportpatwork2024-05-281-0/+2
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* Properly set window class in WaylandPaulo Poiati2024-05-221-7/+11
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* Merge pull request #92075 from autoit4you/fix-92062Rémi Verschelde2024-05-181-2/+2
|\ | | | | | | Use `GLOBAL_GET` for `window_{height,width}_override`
| * Use GLOBAL_GET for window_{height,width}_overrideLea2024-05-181-2/+2
| | | | | | | | | | | | | | | | Before ProjectSettings::get was used, resulting in ignoring feature tag overrides for display/window/size/window_width_override and display/window/size/window_height_override. Fixes #92062
* | Release Engine after unregistering GDExtensionsRaul Santos2024-05-171-3/+4
|/ | | | The Engine is used to retrieve singletons, and GDExtensions may try to retrieve a singleton (e.g.: `OS`) in their deinitialization.
* Merge pull request #91927 from timothyqiu/monitor-namesRémi Verschelde2024-05-141-33/+33
|\ | | | | | | Make performance monitor names translatable
| * Make performance monitor names translatableHaoyu Qiu2024-05-141-33/+33
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* | Use Core/Scene stringnames consistentlykobewi2024-05-131-1/+0
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* Don't define NO_EDITOR_SPLASH in export templatesProgramneer2024-05-122-2/+2
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* Replace `find` with `contains/has` where applicableA Thousand Ships2024-05-081-1/+1
| | | | | | | * Replaces `find(...) != -1` with `contains` for `String` * Replaces `find(...) == -1` with `!contains` for `String` * Replaces `find(...) != -1` with `has` for containers * Replaces `find(...) == -1` with `!has` for containers
* Generate docs from GDExtensions using `--gdextension-docs` with `--doctool`David Snopek2024-05-071-21/+30
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* Reduce and prevent unnecessary random-access to `List`A Thousand Ships2024-05-041-269/+272
| | | | | | | | | Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when accessing a single element) * Removed subscript operator, in favor of a more explicit `get` * Added conversion from `Iterator` to `ConstIterator` * Remade existing operations into other solutions when applicable
* Add support for OpenXR hand interaction extensionBastiaan Olij2024-05-021-0/+1
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* Ensure --doctool is run from root directory when implicit cwd is usedRedMser2024-05-011-1/+9
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* Add separate feature tags for editor runtimekobewi2024-04-261-0/+1
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* Don't ignore `audio/driver/output_latency.web`Kusok2024-04-251-1/+4
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* Use minor version in EditorSettings file namekobewi2024-04-191-5/+3
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* Merge pull request #90507 from Calinou/tests-disabled-error-on-test-cli-argumentRémi Verschelde2024-04-181-3/+8
|\ | | | | | | Exit with an error if using `--test` on binary without unit tests compiled
| * Exit with an error if using `--test` on binary without unit tests compiledHugo Locurcio2024-04-111-3/+8
| | | | | | | | | | | | This makes it clearer that `tests=yes` should be used at compile-time. Previously, the engine would run as if the argument wasn't passed, which can be confusing.
* | Fix some build errors with `disable_3d=yes`A Thousand Ships2024-04-161-0/+2
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* | Merge pull request #90268 from RandomShaper/wtp_serversRémi Verschelde2024-04-151-3/+8
|\ \ | | | | | | Use WorkerThreadPool for Server threads (enhanced)
| * | Use WorkerThreadPool for Server threadsJuan Linietsky2024-04-101-3/+8
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Servers now use WorkerThreadPool for background computation. * This helps keep the number of threads used fixed at all times. * It also ensures everything works on HTML5 with threads. * And makes it easier to support disabling threads for also HTML5. CommandQueueMT now syncs with the servers via the WorkerThreadPool yielding mechanism, which makes its classic main sync semaphore superfluous. Also, some warnings about calls that kill performance when using threaded rendering are removed because there's a mechanism that warns about that in a more general fashion. Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
* / Reorganize some code to have 2D things grouped togetherAaron Franke2024-04-132-7/+11
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* Add `--import` command-line flagMikael Hermansson2024-04-091-1/+15
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* Remove NavigationServerDummy warningssmix82024-04-061-2/+0
| | | | Removes NavigationServerDummy warnings.
* Properly skip printing version header with `--no-header`Samuel Nicholas2024-03-261-4/+4
| | | | Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
* Merge pull request #89229 from akien-mga/main-refactor-os-exit-codeRémi Verschelde2024-03-242-54/+44
|\ | | | | | | Refactor OS exit code to be `EXIT_SUCCESS` by default
| * Refactor OS exit code to be `EXIT_SUCCESS` by defaultRémi Verschelde2024-03-082-54/+44
| | | | | | | | | | | | | | | | | | | | | | - `Main::setup` early exits (failure or `--help`/`--version`) now consistently return `EXIT_FAILURE` or `EXIT_SUCCESS` on all platforms, instead of 255 on some and a Godot Error code on others. - `Main::start` now returns the exit code, simplifying the handling of early failures. - `Main::iteration` needs to explicit set the exit code in OS if it errors out. - Web and iOS now properly return `OS::get_exit_code()` instead of 0.
* | Fixed Timestep Interpolation (2D)Ricardo Buring2024-03-232-0/+16
| | | | | | | | | | | | | | Adds fixed timestep interpolation to the rendering server (2D only). Switchable on and off with a project setting (default is off). Co-authored-by: lawnjelly <lawnjelly@gmail.com>
* | Merge pull request #89270 from Repiteo/enforce-typename-in-templatesRémi Verschelde2024-03-141-1/+1
|\ \ | | | | | | | | | Enforce template syntax `typename` over `class`
| * | Enforce template syntax `typename` over `class`Thaddeus Crews2024-03-071-1/+1
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* | Disable XR server when compiling without 3DAaron Franke2024-03-131-9/+19
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* | SCons: Remove `run_in_subprocess` dependencyThaddeus Crews2024-03-111-17/+7
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* | Merge pull request #89381 from aaronfranke/disable-3dRémi Verschelde2024-03-111-1/+10
|\ \ | | | | | | | | | Disable all 3D nodes, physics, and resources when compiling without 3D
| * | Disable all 3D nodes, physics, and resources when compiling without 3DAaron Franke2024-03-111-1/+10
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* | | Merge pull request #82084 from ogapo/pr/pck-cache-mergeRémi Verschelde2024-03-111-1/+1
|\ \ \ | |/ / |/| | | | | Merge `uid_cache.bin` and `global_script_class_cache.cfg` after mounting PCKs
| * | Merge uid_cache.bin and global_script_class_cache.cfg after mounting PCKsDavid Nikdel2024-03-061-1/+1
| |/ | | | | | | | | | | | | | | | | | | | | | | fixes godotengine#82061 fixes godotengine#61556 Also, distinguish between main pack and DLC packs. It's desirable to downloaded content to be as small as possible. This change avoids bloating non-main pack files with new versions of resources that are all read on startup and never used again. They have no effect if loaded after startup. - project.godot/project.binary file - extension_list.cfg - app icon and boot_splash - .ico and .icns files (these can still be opted in for DLC by listing them explicitly in the include filter)
* / Enforce `\n` eol for Python writesThaddeus Crews2024-03-091-3/+3
|/ | | | • Ensure utf-8 encoding if previously unspecified
* Check if DisplayServer supports icons before attempting setting itRémi Verschelde2024-03-051-5/+5
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* Add two new COMSTR environment variablesThaddeus Crews2024-03-011-3/+3
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* Pre-commit: Update to clang-format 17.0.6 and black 24.2.0Rémi Verschelde2024-02-281-0/+1
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* Display the build date in the editor and when starting the engineHugo Locurcio2024-02-272-3/+21
| | | | | | | | | | | | | | | This can be used to quickly see how recent a development build is, without having to look up the commit date manually. When juggling around with various builds (e.g. for benchmarking), this can also be used to ensure that you're actually running the binary you intended to run. The date stored is the date of the Git commit that is built, not the current date at the time of building the binary. This ensures binaries can remain reproducible. The version timestamp can be accessed using the `timestamp` key of the `Engine.get_version_info()` return value.
* [Physics] Fix export with 3D disabledA Thousand Ships2024-02-222-0/+32
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* Add `--no-header` option to clean outputAnatoli Babenia2024-02-151-3/+12
| | | | | | | | | | | | | * Do not print empty line when header is disabled * Do not print Vulcan header * Also add "Print header" project setting (default On) (suggested by @kaissouDev) * Add docs for the project setting (with suggestions by @Mickeon and @akien-mga) Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Disable ReShade in the editor and project manager (if run via Vulkan)Hugo Locurcio2024-02-141-0/+2
| | | | | | | | | | | | | | | | | | ReShade can still be used on projects run from the editor as well as exported projects. This avoids several issues: - ReShade doesn't play well with low-processor mode, making it hard to use unless the Update Continuously editor setting is enabled. - The ReShade overlay appears on every popup opened, which made popups unusable. - If you use a ReShade configuration that heavily affects the image, it won't affect the editor UI which may become unreadable as a result. This doesn't affect the editor being run via OpenGL or Direct3D 12 as ReShade is injected in a different manner when using those graphics APIs.
* Merge pull request #88130 from AlekseyKapustyanenko/Rotary_InputRémi Verschelde2024-02-131-1/+1
|\ | | | | | | Add rotary input support for Android platform
| * Add rotary input support. Fix documentationALEKSEY KAPUSTYANENKO2024-02-131-1/+1
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* | Merge pull request #87013 from bruvzg/intel_angle_with_idsRémi Verschelde2024-02-131-0/+27
|\ \ | | | | | | | | | [Windows] Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist.
| * | [Windows] Add support for hex vendor/device IDs in the Angle blocklist. Add ↵bruvzg2024-01-091-0/+27
| | | | | | | | | | | | Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist.