| Commit message (Collapse) | Author | Age | Files | Lines |
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Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.
Removes unnecessary `editor_node.h` includes in various editor classes.
Renames `dynamicfont` to `dynamic_font` in a couple files.
Misc cleanup while jumping through that rabbit hole.
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My Mac was using 20% cpu again, which was related to the Javascript
Export plugin.
I had however no export templates setup in the project so this is more
of a stopgap fix.
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Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
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The wrongly claimed support for it was removed in #49645.
See also #56862.
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Happy new year to the wonderful Godot community!
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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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.
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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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- Use lowercase driver names for the `--rendering-driver`
command line argument.
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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`.
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