| Commit message (Collapse) | Author | Age | Files | Lines |
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Added 'exposed' field to ClassInfo for registered classes
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This field represents if the class is exposed to the scripting API.
The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize').
- Added missing registration of classes that are meant to be exposed.
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Array::sort/invert now return reference to Array
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chaining of operations
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Define va_copy with --std=c++03 (fixes #11979)
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OS X export code improvements
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Fix exporting projects with custom input event actions
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Fix logging of long strings via RotatedFileLogger
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Set it to on by default for editor.
Many integrated GPUs can't really get enough performance to play games at hidpi, so this should be enabled manually.
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to has_setting. Fixes #11844
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Fixed a bug where ssl would force validation even though you told it not to.
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Allow to obtain virtual keyboard height
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On mobile platforms virtual keyboards take up significant amount of
screen space and UI containing a text box may need to be adjusted
after the keyboard appears to keep the text box visible to user. This
commit adds a way to obtain virtual keyabord height so that controls
are aware of how much they need to move.
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Add OS::is_userfs_persistent, allow starting HTML5 platform in private mode
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Allows starting HTML5 export when IndexedDB is not available.
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Extract logging logic
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Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
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Renamed fixed_process to physics_process
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Change to Image::shrink_x2 function preventing it set a 0 width/height for mipmapped textures
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FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trash
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Including windows.h in a globally included header gives all kinds of
issues. Move the MSVC implementation for safe_refcount back into a .cpp
file to prevent this from happening.
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Refactor core/map.h
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Some more GDScript performance optimizations
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Not doing this was a bit of an oversight
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Differences with this aren't huge but the effort is minimal, in some
workloads gain a couple of percent of performance.
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Add types to scons command-line options
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ports. Closes #11258
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Fix Dictionary set_named
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Reduz optimized field indexing in 3c85703 but the changes didn't apply
to dictionary so this code remained untouched. However, the logic for
validity checking was changed but not updated for the dictionary case.
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Implement operator != on Pool*Array types
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These types previously had equality checks but not inequality checks.
Add these too.
This fixes #11466
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boost to GDScript.
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Implement Linux-style likely()/unlikely() macros
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This implement branch prediction macros likely() and unlikely() like in
Linux. When using these macros please ensure that when you use them the
condition in the branch really is very, very likely or unlikely. Think
90+% of the time. Primarily useful for error checking. (And I implement
these macros for all our error checking macros now)
See this article for more information:
https://kernelnewbies.org/FAQ/LikelyUnlikely
There are more places where these macros may make sense in renderer and
physics engine. Placing them will come in another commit down the line.
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