This ensures the project setting never disappears from the editor,
even if the current physics engine is GodotPhysics.
This also adds documentation for the Smooth Trimesh Collision
project setting.
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).
This commit was created by merging the commits presented in #39255 for
the GSoC 2020 VCS Improvement project
VCS: Make EditorVCSInterface store less amount of internal state
VCS: Add force push checkbox + more frequent VCS updates
Add force push checkbox in the Commit dock. Also add some missing
opportunities for checking the VCS state again on from UI inputs
VCS: Fix script contents not being updated on merge conflict
VCS: Add branch creation VCS interface calls
VCS: Add VCS remote creation and remote selection menus
VCS: Show more commit information + Fix truncated commit offsets
VCS: Make VCS less noisy + Fix diff view refreshes
VCS: Fix mismatched argument names in VCS helpers
VCS: Add SSH transport support for remote operations
Also, moves the editor's VCS settings registrations to
project_settings.cpp and editor_settings.cpp
VCS: Change TTR() to vformat() for branch and remote removal text
VCS: Add VCS branch icon instead of using Tree node icon
Co-authored-by: @ChronicallySerious
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).
The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.
Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
(cherry picked from commit ce4aa07276)
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.
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
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.