| Commit message (Collapse) | Author | Age | Files | Lines |
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This allows optimizing the audio output latency on higher-end CPUs,
especially in projects that do not expose a way to override this setting.
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This allows limiting framerate on any project, which is useful to
reduce power usage and latency with certain setups (such as VRR displays).
This is particularly useful in projects that do not expose a setting to change
the FPS limit. While external FPS limiters can be used, they can be cumbersome
to set up and result in increased input lag compared to a built-in FPS limiter.
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Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
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This makes the action of exporting to release mode more explicit.
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This has been superseded by GDExtension so this code is no longer useful
nor usable.
There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
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No peace for the weary. :)
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No rest for the wicked.
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Also drop empty "image" test, and print proper error when passing wrong
test name.
Fixes #25638.
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Happy new year to the wonderful Godot community!
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This should eventually be rewritten to properly test IO features,
but this would be part of a bigger work on adding a proper testing
framework for Godot features.
Fixes #2454.
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Fixes #20503.
Also added the option to the Linux manpage.
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Works both for the editor and games.
Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
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[ci skip]
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[ci skip]
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[ci skip]
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