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.
(cherry picked from commit 4a991887bf)
- `_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.
(cherry picked from commit 26e9145c26)
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.
For performance this is done directly in `String::parse_utf8`.
Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.
Supersedes #63717.
(cherry picked from commit 1418f97c70)
Read/write ops for this implementation are done through the java layer via jni, and so for good performance, it's key to avoid numerous repeated small read/write ops due the jni overhead.
The alternative is to allocate a (conversatively-sized) large buffer to reduce the number of read/write ops over the jni boundary.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
Adds the is_process_running function to the native OS class and exposes it to script.
This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.
Documentation is updated to reflect new API function.
(cherry picked from commit f3c1232c59)
Leftover transforms from the physics tick were being flushed during idle, which was causing problems for physics interpolation.
This PR flushes the transforms at the end of the physics tick when physics interpolation is active.