- 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.
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.
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.
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.
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.