| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix several typos in the documentation
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[Windows] Check if transparency is enabled in the project setting before applying DWM blur.
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applying DWM blur.
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[Windows] Improve editor grouping, set friendly name registry key for exported projects.
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exported projects.
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Add missing null check before disconnecting source
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Windows: Update ANGLE surface size when window is resized
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ANGLE needs to be told to resize the DXGI swap chain using
`eglWaitNative`. Otherwise the resize will only happen in
`eglSwapBuffers`, which causes some janky stretching during window
resize.
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`WM_WINDOWPOSCHANGED` may be received before `CreateWindowExW` has even
returned, when the window's rendering context or OpenGL context hasn't
been created yet.
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[Windows] Improve OpenGL/ANGLE switching on ARM64.
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Fix crash that occurs on termination of the Godot engine on Android
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Automatically enable `doNotStrip` for dev builds
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Windows: Fall back to D3D12 if Vulkan is not supported and vice versa
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[Windows] Remove libSynchronization
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ChrisBase/fix_keytool_for_android_export_not_found
Fix Android export failing with custom keystores and no JDK setup in the OS environment
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custom keystores have been set in the export dialog.
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Android: Change the way `doNotStrip` is set
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[Web] Fix closure compiler builds, enable it in CI.
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Also fixes some JSDoc annotations in GodotAudio
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The offending symbol gets stripped away by wasm-dce but it's used on the
JavaScript side and causes and undefined symbol which also causes the
closure compiler to throw an error.
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[Windows] Use default aggregate initialization for NVAPI settings
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Using the member initialization encouraged in NVAPI documentation for
NVDRS_SETTING results in builds enabling `dev_mode` breaking. Default
aggregate initialization results in a clean build though.
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Pass window exclusive and transient properties for subwindow creation
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X11 does not need setting exclusive flag (it is not implemented).
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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On Windows this allows to avoid having to change the owner of the window
after it has been created, which in rare circumstances may cause the
window to bug out.
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On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:
```
runOnRenderThread {
GodotLib.ondestroy()
forceQuit()
}
```
The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.
To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
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Replace .NET detection code with `ClassDB::class_exists("CSharpScript")`.
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SCons: Don't override cl flags on msvc
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Also tried to make tablet handling a bit tidier (less whitespace).
That said I'll uniform tablet handling better once we're back in the dev
cycle.
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[macOS] Fix codesigning of .NET helper executables when sandboxing is disabled.
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[Windows] Disable G-SYNC in windowed mode
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G-SYNC (NVIDIA's VRR) is known to be buggy on windowed mode in Windows.
While the driver only enables G-SYNC for full screen mode by default,
users can toggle it on for windowed mode too, resulting in unstable
refresh rates during Editor usage.
This patch extends Godot's NVIDIA profile to force the default full
screen mode only G-SYNC with Godot.
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