* Node processing works on the concept of process groups.
* A node group can be inherited, run on main thread, or a sub-thread.
* Groups can be ordered.
* Process priority is now present for physics.
This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424.
No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
Instead of reading files over the network, the new version uses a local file cache and only updates files when it changes.
The original remote filesystem was created 14 years ago, when ethernet was faster than hard drives or even flash. Also, mobile devices have a very small amount of storage.
Nowadays, this is no longer the case so the approach is changed to using a persistent cache in the target device.
Co-authored-by: m4gr3d
On Linux, thread IDs were not properly assigned with the current approach.
The line:
`std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);`
does not work because the thread ID is not assigned until the thread starts.
This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added.
* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.
Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.
The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).