This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance
Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
Also:
* changed `[b]true[/b]` to `[code]true[/code]`
* use `[i]` for mathematical constant "e"
* use `[b]` for button text & menu item text
* improve markups about "tap1" and "tap2" in AudioEffectDelay
The previous implementation for signals mouse_entered and mouse_exited
had shortcomings that relate to focused windows and pressed mouse buttons.
For example a Control can be hovered by mouse, even if it is occluded by
an embedded window.
This patch changes the behavior, so that Control and Viewport send
their mouse-enter/exit-notifications based solely on mouse position,
visible area, and input restrictions and not on which window has
focus or which mouse buttons are pressed. This implicitly also
changes when the mouse_entered and mouse_exited signals are sent.
This functionality can not be implemented as a part of
Viewport::_gui_input_event, because of its interplay with Windows and
because Viewport::_gui_input_event is based on input and not on
visibility.
As more users use compute in Godot 4, the way they do is most likely incompatible when running
on separate threads and will start erroring soon as we improve the thread safety of the render thread.
To properly run code on the render thread, this function was added. Use like this:
```GDScript
func initialize_compute_code():
....
func update_compute_code(custom_data):
...
func _ready():
RenderingServer.call_on_render_thread( initialize_compute_code )
func _process():
RenderingServer.call_on_render_thread( update_compute_code.bind(with_data) )
```
* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.
This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
This commit adds the classes OpenXRExtensionWrapperExtension and OpenXRAPIExtension
that can be used in GDExtensions to define OpenXR extension wrappers.
It modifies extension wrapper registration so that they can be registered
before OpenXRAPI instantiation (e.g. in core level initialization of GDExtensions).
Developed by Migeran (https://migeran.com)