For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.
Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.
Closes#8770.
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.
- Streamline `can_export()` templates check in all platforms, checking
first for the presence of official templates, then of any defined
custom template, and reporting on the absence of any.
Shouldn't change the actual return value much which is still true if
either release or debug is usable - we might want to change that
eventually and better validate against the requested target.
- Fix discrepancy between platforms using `custom_package/debug` and
`custom_template/debug` (resp. `release`).
All now use `custom_template`, which will break compatibility for
`export_presets.cfg` with earlier projects (but is easy to fix).
- Use `can_export()` when attempting a command line export and report
the same errors that would be shown in the editor.
- Improve error reporting after a failed export attempt, handling
missing template and invalid path more gracefully.
- Cleanup of unused stuff in EditorNode around the export workflow.
- Improve --export documentation in --help a bit.
Fixes#16949 (at least many of the misunderstandings listed there).
Fixes#18470.
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
We no longer compile for armv7 and x86 in the official export templates,
as those architectures are no longer relevant for iOS.
If users really want to support armv7 (used on devices from before
September 2013, e.g. iPhone 5), they can still build their own templates
and toggle the option.
We might remove the option altogether in a later release to avoid the
confusion for users that might tick the checkbox without having compiled
their own templates.
Fixes#34135.
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
This PR introduces support for ARKit to the iOS version of Godot.
ARKit is Apples Augmented Reality platform.
This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features.
It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.