| Commit message (Collapse) | Author | Age | Files | Lines |
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Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
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Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29ca07040c3fd810026121164ad86b247)
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- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`
The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
(cherry picked from commit b87a232668d9f9f3b32c2fceb60bc5f6ef46df22)
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(cherry picked from commit 2a0ddc1e89ec7b947152c8d0cb132d58f2c00a81)
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(cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
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(cherry picked from commits 790f629e5e1cccf721948b1153bb0dee139ac1a5
and 8b7a86ec7b7bc4bb115f45545aa062cba47022bc)
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
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(cherry picked from commit c34aa331ec2dc9d77ce5f7032af750a0693527a2)
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Fix focusing debugged game on Windows
Add re-focusing editor on continue
(cherry picked from commit 66dac878ac9fc278044281b7f67fbed668e4523d)
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(cherry picked from commit b1fba2e013e0dc53dec7406e5db4fbc65ad17a94)
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This is not the perfect solution, but fixes the crash and avoid a
dependency on EditorNode.
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Added a frame_delay option for games that don't want to use the CPU fully.
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
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-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
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-Implemented HiDPI detection and support for Godot Editor!
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This results in smoother operation in the editor, without needing to
resort to the "Update Always" method which uses more resources than
needed.
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It is now possible to profile GDScript as well as some parts of Godot
internals.
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now also centred.
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-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
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fixes bug where the user has an engine.cfg on the executable directory so it runs the game instead of opening the project manager
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x11: use different strings for WM_CLASS depending on context
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Regression from c633a29. Fixes #3342
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please check if this resolves bug #3156
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removed console, which was obsolete and unused sine long long ago
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-changed default windowed resolution to 1280x720
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Conflicts:
main/main.cpp
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Silence too verbose boot splash debug info
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If no main scene is defined, or if it's an empty string, the previous behaviour will still be used, i.e. launch the project manager.
A small fix was also added not to maximize the window when opening the project manager via -editor (i.e. "godot" and "godot -e" will behave the same when no project is in the path).
Fixes #2869.
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-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
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Fixing memleaks in main/main.cpp
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Fixes #2611 which was a regression from 692216b86ab97db91e7ff3903ffc9ac8e37433f6.
The bogus behaviour considered that if there were more than one arguments left to parse,
they would be a pair of arguments (switch and its parameter), and thus skipped the next
argument in all cases (thus potentially skipping a "-editor", which triggered #2611).
This is fixed by checking first for arguments that don't expect a parameter, and only
afterwards for arguments that expect a parameter. And if a "pair" of arguments is not
valid, we no longer increment the counter.
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