| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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!
|
| |
|
| |
|
|
|
|
|
|
|
| |
- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
|
| |
|
|
|
|
|
|
|
| |
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356.
|
|\
| |
| |
| | |
[Vulkan, macOS] Fix RID leaks and crashes on exit.
|
| |
| |
| |
| | |
notification.
|
|/ |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
- Renamed option to `builtin_vulkan`, since that's the name of the
library and if we were to add new components, we'd likely use that
same option.
- Merge `vulkan_loader/SCsub` in `vulkan/SCsub`.
- Accordingly, don't use built-in Vulkan headers when not building
against the built-in loader library.
- Drop Vulkan registry which we don't appear to need currently.
- Style and permission fixes.
|
|\
| |
| |
| | |
Initial Vulkan support for macOS (MoltenVK) and Windows
|
| | |
|
| |
| |
| |
| |
| | |
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
|
|/
|
|
| |
Also, optimized shader compilation to happen on threads.
|
| |
|
|
|
|
| |
Still a lot to do
|
| |
|
|
|
|
|
|
|
|
| |
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
|
| |
|
|\
| |
| | |
[iOS] Option to automatically generate icons and launch screens
|
| |
| |
| |
| | |
screens from the project icon and boot splash.
|
|\ \
| | |
| | | |
Improve the console error logging appearance
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This makes secondary information less visually prominent
to improve overall readability.
Various loggers were also tweaked for consistency.
|
|\ \ \
| | | |
| | | | |
Fix pressure / tilt ranges on Linux.
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | | |
Adjusted linux cursors and added fallbacks
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Fix double tap pressed event regression
|
| | | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
SCons: Split libmodules.a in folder-based libs
|
| | |/ / / /
| |/| | | |
| | | | | |
| | | | | |
| | | | | | |
This removes the need for the hacky split_libmodules logic on Windows,
since all libs are now of manageable size.
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
Export and reference the icon as favicon when exporting to HTML5
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
This makes the project icon display immediately as a favicon when
opening the page, without having to wait for the project to finish
loading.
|
| | | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Fixed Godot not recognising 150x150 icon for uwp export #35871
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Calling `step()` on EditorProgress too often will slow down the
rest of the editor, so it's best avoided. This is also more consistent
with other exporters, as most of them don't report per-file progress
either.
Exporting a 2D project with ~1,100 files to Android now takes
about 10 seconds from a debug editor build instead of 65 seconds.
This closes #30850.
|
| | | | | | | |
|
|/ / / / / / |
|
| | | | | | |
|
| |_|/ / /
|/| | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Only emit the JavaScript support code for Web when building for HTML5
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Excluding other unused environments like Node.js makes the support code
about 4 KB smaller.
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | | |
Fixed LineEdit virtual keyboard inputs on Android
|
| | |_|/ / /
| |/| | | |
| | | | | |
| | | | | | |
Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.
|