Commit Graph

688 Commits

Author SHA1 Message Date
Rémi Verschelde 496fd12b17 Merge pull request #94052 from m4gr3d/clean_input_dispatch_settings
Cleanup Android input on render thread settings
2024-07-17 11:42:52 +02:00
Fredia Huya-Kouadio 5e59819727 Cleanup Android input on render thread settings
Follow up to https://github.com/godotengine/godot/pull/93933
Clean up the set of settings use to control whether Android input should be dispatched on the render thread.

Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
2024-07-09 09:15:18 -07:00
Rémi Verschelde e1a145bb3c Merge pull request #91300 from jsjtxietian/project-binary-doc
Mention ProjectSettings won't be affected by `convert_text_resources_to_binary`
2024-07-08 11:48:11 +02:00
jsjtxietian 9d18983cde Mention ProjectSettings won't be affected by convert_text_resources_to_binary 2024-07-08 11:11:50 +08:00
Rémi Verschelde e05ac797ae Merge pull request #93977 from ericrallen/feature/consistent-aesthetic-spelling
Style: Change esthetic -> aesthetic
2024-07-07 12:38:34 +02:00
Rémi Verschelde 7197678df2 Merge pull request #91551 from m4rr5/configure_timestamp_query_elements
Add a project setting to configure the maximum number of timestamps.
2024-07-07 12:38:19 +02:00
Eric allen e03fb3043f fix: change esthetic -> aesthetic 2024-07-05 16:03:01 -04:00
Fredia Huya-Kouadio 6b6428d779 Fix ANRs reported by the Google Play Console
- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior)  which may cause the application to ANR.

- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
2024-07-04 05:18:50 -07:00
Rémi Verschelde f64f1b3b6d Merge pull request #93685 from decacis/patch-1
Update note regarding 3D MSAA and foveated rendering
2024-06-29 13:04:03 +02:00
Daniel Castellanos 8fe8c713dd Update note regarding 3D MSAA and foveated rendering
https://github.com/godotengine/godot/pull/83976 added support for 3D MSAA on the Compatibility renderer, but it also mentions that on platforms other than Android, foveated rendering will not work if MSAA is enabled.

I removed the note saying that 3D MSAA is not supported on compatibility and added a comment mentioning that foveated rendering won't work on platforms other than android if 3D MSAA is enabled and added the alternative/equivalent for desktop.
2024-06-28 19:06:51 -06:00
Danil Alexeev 68898dbcc9 GDScript: Add CONFUSABLE_CAPTURE_REASSIGNMENT warning 2024-06-28 11:12:01 +03:00
Hugo Locurcio 492787b134 Prevent folder names with trailing periods from being used automatically
Folder names ending with one or more `.` characters are not allowed
on Windows, so this would break writing logs, shader cache and other
project-specific files. Trailing periods are now stripped in this case.

On non-Windows platforms, this change still applies in the interest
of portability.
2024-06-26 17:42:47 +02:00
Rémi Verschelde 09a5708df3 Merge pull request #90785 from jsjtxietian/low-process
Update outdated `low_processor_usage_mode` doc
2024-06-24 11:13:49 +02:00
jsjtxietian c24103cc20 Update outdated low_processor_usage_mode doc 2024-06-24 11:33:02 +08:00
Adam Scott 52fa4f05f3 Add samples playback support 2024-06-18 11:06:31 -04:00
clayjohn ea4be9afa6 Add more validation to UBO size and alignment in Compatibility renderer 2024-06-14 12:56:29 -07:00
Rémi Verschelde 7728839247 Rename FBX2glTF binary path setting back to 4.2 name
This preserves compatibility when upgrading Godot 4.2 projects which relied on that
path being configured in the editor settings.

The old name also makes sense for this one, it's fine for fbx2gltf_path to be under
a generic fbx category which could have more settings also impacting ufbx.
2024-05-30 23:42:11 +02:00
Hugo Locurcio 0683677563 Fix outdated vsync_mode project setting documentation
Disabling V-Sync when using the Compatibility rendering method works
since Godot 4.2 at least.

This also documents the `--disable-vsync` command line argument.
2024-05-25 20:04:14 +02:00
Danil Alexeev 7dd801c580 GDScript: Fix STANDALONE_EXPRESSION warning for preload() 2024-05-17 10:33:01 +03:00
Hugo Locurcio 47ac22486d Update dependencies in D3D12 SDK installer script
- Add colored console output.
2024-05-07 19:10:58 +02:00
Marcel Offermans 2bb34a4489 Added a project setting to configure the maximum amount of timestamps, with a description and a reference to the setting when the limit is hit and an ERR_FAIL_COND is hit. 2024-05-05 09:09:04 +02:00
Bastiaan Olij 527c30c594 Add support for OpenXR hand interaction extension 2024-05-02 19:15:02 +10:00
skyace65 a47bf2a3c8 Remove text saying low processor mode only works on desktop 2024-04-30 22:46:05 -04:00
kobewi 3ebb5b84a0 Add separate feature tags for editor runtime 2024-04-26 14:44:38 +02:00
George Marques f9048fcd7d GDScript: Warn when enum variable has no default
The default will always be set to `0`, so if it's not a valid value in
the enum, the warning is shown.
2024-04-16 11:46:59 -03:00