Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
As part of the improvements to batch more cases, batching can store final_modulate as an attribute in the vertex format rather than sending as a uniform. This allows draw calls with different final_modulate to be batched together.
However custom shader code was reading from only the final_modulate uniform, and not the attribute when it was in use. This was leading to visual errors.
This is tricky to solve, because we cannot use the same name for the attribute in the vertex and fragment shaders, because one is an attribute and one a varying, whereas a uniform is accessible anywhere. To get around this, a macro is used which can translate to the most appropriate variable depending on whether uniform or attribute or varying is required.
This is something that I missed from the initial implementation of large FVF. In large FVF the transform is sent per vertex in an attribute, and the vertex position is the original vertex position. This is so that the original vertex position can be read and modified in a custom shader.
This whole system is therefore incompatible with the legacy hardware transform method, whereby the transform is sent in a uniform. The shader already correctly ignores the uniform transform, but there are some parts of the CPU side logic that can be confused treating large FVF batches as if they were hardware transform.
This PR completes the logic by making the CPU treat large FVF as though it was software transform.
Slight technical hitch, the basis was reversed that was sent to the shader, so rotations were opposite. This PR reverses polarity of the basis to be correct.
There have been a couple of reports of pixel lines when using light scissoring. These seem to be an off by one error caused by either rounding or pixel snapping.
This PR adds a single pixel boost to light scissor rects to protect against this. This should make little difference to performance.
Although batching supported both ninepatch modes (fixed and scaling) when using ninepatch stretch mode, the ninepatch tiling modes (in GLES3) could only run through the shader.
The shader only supported one of the ninepatch modes. This PR uses the hack method of #if defined in the shader to prevent the use of a conditional. The define is set at startup according to the project setting.
Changes default ninepatch mode to preserve compatibility, and renames default mode to 'fixed'.
Also adds an editor restart to changing ninepatch mode and software skinning, which will be more user friendly.
Having to rename project settings is rare, but when it does occur it can cause user confusion. In order to make compatibility more seamless this PR introduces two new GLOBAL_DEF functions,
GLOBAL_DEF_ALIAS(new_name, old_name, default)
GLOBAL_DEF_ALIAS_RST(new_name, old_name, default)
These are the same as the existing GLOBAL_DEF functions except that if the new setting is not found, it attempts to load from the old setting name. If the old setting is found, it stores it into the new setting, and then calls the regular GLOBAL_DEF functions.
This fixes a regression from #46774 where `env["ENV"]` would miss some
important env variables on Windows, such as `SystemRoot`, `PATHEXT`, etc.
So we go back to the previous setup (letting SCons initialize `env["ENV"]`
as it sees fit for the host OS) but use `PrependENVPath` instead of
`AppendENVPath` to preserve the intended fix from #46774.
Fixes#46790 for 3.2.
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.
The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.
Special thanks to Hugo Locurcio (Calinou) for the initial work.
To avoid trying to do PRIME detection on fake `libGL.so` as used by e.g.
Renderdoc or Primus, we skip detection if there's a `libGL.so` in
`LD_LIBRARY_PATH`... and our luck is that Steam defines it and includes
system paths too, thus the actual system `libGL`... 🤦
So if we detect Steam, we skip this check.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
(cherry picked from commit 562b1cd2cda2098e62c7501dae87393def99c23a)
GLES3 changes:
This commit makes it possible to disable 3D directional lights by using
the light's cull mask. It also automatically disables directionals when
the object has baked lighting and the light is set to "bake all".
GLES2 changes:
Added a check for the light cull mask, since it was previously ignored.
The logic for internal process and internal physics process in Camera2D was very buggy and convoluted for historical reasons.
This is a cleanup to make the logic simpler and easier to follow.
We constructed the SCons environment without taking any (shell) environment
variables into account, and then appended a few, but too late. This would
cause variables like `env[CXX]` not to be properly expanded to respect a
non-standard `PATH`.
With this fix, setting:
```
PATH=$GODOT_SDK/bin:$PATH
```
will now properly use `$GODOT_SDK/bin/gcc` if available over `/usr/bin/gcc`.
(cherry picked from commit 5d217a9441)
Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes#46651
(cherry picked from commit c47070e165)