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* Merge pull request #56311 from Calinou/default-allow-hidpiRémi Verschelde2022-01-131-8/+1
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| * Enable "Allow Hidpi" by defaultHugo Locurcio2021-12-301-8/+1
| | | | | | | | | | | | | | | | This fixes window management issues across platforms on hiDPI monitors. The `--low-dpi` command line argument has been removed as similar functionality (forcing low-DPI mode on DPI-aware programs) is already provided by Windows and macOS itself.
* | Update copyright statements to 2022Rémi Verschelde2022-01-036-14/+14
| | | | | | | | Happy new year to the wonderful Godot community!
* | Add a shader warning when the uniform buffer limit is exceededYuri Roubinsky2022-01-031-1/+1
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* Print requested V-Sync mode when Print Fps is enabledHugo Locurcio2021-12-201-0/+18
| | | | | This can be used to diagnose why the printed FPS is locked to the monitor refresh rate.
* add 2d scale factor propertyAnsraer2021-12-171-0/+2
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* Make `--doctool` locale awareHaoyu Qiu2021-12-161-1/+6
| | | | | | | | | | | | | | | | * Adds `indent(str)` to `String`: * Indent the (multiline) string with the given indentation. * This method is added in order to keep the translated XML correctly indented. * Moves the loading of tool/doc translation into `editor/editor_translation.{h,cpp}`. * This will be used from both `EditorSettings` and the doc tool from `main`. * Makes use of doc translation when generating XML class references, and setup the translation locale based on `-l LOCALE` CLI parameter. The XML class reference won't be translated if `-l LOCALE` parameter is not given, or when it's `-l en`.
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-24/+24
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Merge pull request #55483 from pycbouh/theme-load-and-orderRémi Verschelde2021-12-021-0/+6
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| * Make default/project theme wait for modules before initializingYuri Sizov2021-11-301-0/+6
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* | Remove editor splash screen with sponsors logoRémi Verschelde2021-11-303-7/+10
|/ | | | | | | | | | | | | The Godot Project Leadership Committe has decided to update the sponsoring tiers so that the Platinum Sponsorship no longer includes a logo on the editor splash screen. This lets us reclaim the editor splash screen space for community-related content instead of sponsors (e.g. a different community-designed splash screen for each stable branch?). Also removes two Platinum Sponsors whose sponsorship has expired earlier this year.
* Fix `strip_edges()` call that was removed in boot splash image changeHugo Locurcio2021-11-231-1/+1
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* Add a project setting to disable the boot splash imageHugo Locurcio2021-11-231-10/+16
| | | | | This allows disabling the boot splash image while keeping the background color.
* Ignore override.cfg when in editorkobewi2021-11-221-1/+1
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* Modules: Make sure to include modules_enabled.gen.h where neededRémi Verschelde2021-11-121-3/+2
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* Move Mono unhandled exception setting to be located within a subsectionHugo Locurcio2021-11-101-1/+1
| | | | | | | Settings that aren't within a subsection are difficult to reach when other settings do have a subsection. This also adds documentation for the project setting.
* Display 2 decimals instead of 1 in editor frametime labelsHugo Locurcio2021-11-091-2/+2
| | | | | When comparing different graphics settings or optimizations, this makes precise measurements and frametime comparisons easier.
* Enable mono editor build in CIqarmin2021-11-091-2/+0
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* Fix new projects always being created with OpenGLHugo Locurcio2021-11-011-2/+2
| | | | | | | | Only Vulkan is fully implemented for now, so OpenGL isn't available in the project manager yet. This also makes the rendering driver checks use lowercase names everywhere for consistency.
* [macOS] Add `create_instance` function to spawn editor copies.bruvzg2021-11-011-2/+1
| | | | [macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-311-2/+0
| | | | | | | | | | - 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.
* Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio2021-10-301-6/+4
| | | | | - Use lowercase driver names for the `--rendering-driver` command line argument.
* Add GLES2 2D renderer + Linux display managerlawnjelly2021-10-301-8/+79
| | | | | | | | | First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
* clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde2021-10-281-4/+6
| | | | All reviewed manually and occasionally rewritten to avoid bad auto formatting.
* clang-format: Disable alignment of operands, too unreliableRémi Verschelde2021-10-281-1/+1
| | | | | | | | | Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
* Fix exit code for --script --check-only, fixes #54087Pawel Lampe2021-10-211-0/+2
| | | | | this commit makes godot executable to return zero exit code once a valid script is passed via --script during --check-only
* Main: Fixup --dump-extension-api after #54017Rémi Verschelde2021-10-211-0/+4
| | | | | | That removal was correct, but triggered a bug in our messy-as-heck main.cpp detection logic for editor/project manager/project/command line tool... Fixing this is for another day.
* Merge pull request #50680 from Calinou/project-default-single-window-modeRémi Verschelde2021-10-201-1/+1
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| * Enable single-window mode by default in projectsHugo Locurcio2021-07-211-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | There are many issues with using multiple windows by default: - Taking screenshots of a specific window will not capture subwindows. This also applies when recording a video using tools such as OBS. - Subwindows may not behave correctly when fullscreen mode is enabled, especially if exclusive fullscreen is implemented in the future to decrease input lag on Windows. "Subwindows" is quite general here, and also refers to dropdown menus (e.g. those spawned by OptionButton) and Control tooltips. Therefore, it's safer to embed subwindows by default in projects. Multi-window mode remains the default in the editor.
* | doctool: Fix differences between headless and Vulkan rendering backendsRémi Verschelde2021-10-201-2/+3
| | | | | | | | Fixes #53913.
* | Main: Add documentation for `--dump-extension-api`Rémi Verschelde2021-10-201-5/+7
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* | Rework XR positional trackersBastiaan Olij2021-10-171-0/+3
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* | Fix some LGTM errors of "Multiplication result converted to larger type"Aaron Franke2021-10-121-5/+5
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* | Implement TextServer GDExtension interface, remove TextServer GDNative ↵bruvzg2021-10-011-63/+67
| | | | | | | | interface.
* | Merge pull request #48685 from bruvzg/bundle_icon_4Rémi Verschelde2021-09-301-3/+5
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| * | [macOS] Prefer .app bundle icon over the default one.bruvzg2021-05-131-3/+5
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* | | Improve unregistering XR interfaces so we don't get crashes in GDExtensions ↵Bastiaan Olij2021-09-281-2/+7
| | | | | | | | | | | | by destroying the XRServer too early
* | | Display an alert when attempting to run a project with no main sceneHugo Locurcio2021-09-201-2/+4
| | | | | | | | | | | | | | | | | | This gives visual feedback when not starting Godot from a terminal. This could lead to confusion when placing a Godot binary within a project folder that has no main scene defined.
* | | Add remaning code edit unit testsPaulb232021-09-201-1/+1
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* | | --single-window is passed through project manager.Jacob Edie2021-09-151-3/+2
| | | | | | | | | | | | This means you can start godot with --single-window
* | | Merge pull request #52562 from BastiaanOlij/gd_extensions_register_driversRémi Verschelde2021-09-151-5/+6
|\ \ \ | | | | | | | | Add driver types to GD extension initialisation levels
| * | | Add driver types to GD extension initialisation levelsBastiaan Olij2021-09-131-5/+6
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* | | | Merge pull request #52226 from Faless/debugger/4.x_start_optionsRémi Verschelde2021-09-141-0/+17
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| * | | | [Editor] Add "--debug-server <uri>" option.Fabio Alessandrelli2021-08-291-0/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Allow starting the editor debugger server for the given protocol (and optionally bound to the given ip/port combination: godot -e --debug-server tcp://*:8080
* | | | | Merge pull request #50375 from Paulb23/code_edit_unit_testsRémi Verschelde2021-09-131-0/+1
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| * | | | Allow unit testing SceneTree OjectsPaulb232021-09-011-0/+1
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* | | | | Merge pull request #47391 from Calinou/platform-feature-tags-lowercaseJuan Linietsky2021-09-071-2/+2
|\ \ \ \ \ | | | | | | | | | | | | Make platform feature tag names lowercase
| * | | | | Make platform feature tag names lowercaseHugo Locurcio2021-08-311-2/+2
| |/ / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
* / / / / Fix negative delta argumentsManuel Moos2021-08-311-1/+42
|/ / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Three attack points, all after the regular calculations: 1. Prevent negative physics timestep counts. They could occur if physics_jtter_fix is changed at runtime. 2. idle_step is not allowed to go below 1/8th of the input step. That could happen on physics_jitter_fix changes or heavily fluctuating performance. 3. Prevent that the idle_step modification breaks the promise that Engine.get_physics_interpolation_fraction() is between 0 and 1 by doing more physics steps than the base system wants. Fixes #26887 Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
* / / / Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez2021-08-291-1/+1
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