This reverts #53828 which had caused a significant drop in incremental
rebuild time for debug builds (from 10s to 23s on my laptop).
The "faster but unsafe" options are re-added, as well as adding
`max_drift=60` which we didn't use previously.
These options speed up SCons' own processing of the codebase to decide
what to build/rebuild (i.e. the first step before actually calling the
compiler). This will therefore not make much difference for scratch
builds, and is mostly useful for incremental rebuilds (including "null"
rebuilds with no change).
These options are enabled automatically for `debug` builds, unless
`fast_unsafe=no` is passed.
They are disabled by default for `release` and `release_debug` builds,
unless `fast_unsafe=yes` is passed.
(cherry picked from commit d4553c5126)
Most frames there will be no change in project settings, and it makes no sense to read settings every frame in case of changes, as a large number of string compares are involved.
This PR adds a signal to ProjectSettings that can be subscribed to in order to keep local settings up to date with ProjectSettings.
In addition a function `ProjectSettings::has_changes()` is provided for objects outside the signal system (e.g. Rasterizers).
On some platforms, exporters are prevented from exporting S3TC textures. This causes problems if the .import file contains a reference to such a texture - the exported project will attempt to load the S3TC, fail, and probably crash.
This PR prevents this problem by faking lack of hardware support for S3TC on the affected platforms. This prevents the engine attempting to load the S3TC and avoids the problem.
Allows detecting when a new version of the progressive web app service
worker is waiting (i.e. an update is pending), along a function to force
the update and reload all clients.
Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
A previous change missed setting a flag that specified whether half
floats were being used on vertex positions when in the GLES2 driver
This caused errors with the vertex buffer when platforms (specifically
iOS) which do not properly support half float vertex attributes on
GLES2, try to remapt the vertex buffer to stop using half floats
(in this case that remapping never happened and caused artifacts)
Re-enable setting that flag to fix rendering issues on these platforms
CRASH_NOW and DEV_ASSERT macros would previously terminate before outputting any error messages.
This PR ensures calling fflush for stdout before terminating.