Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
This commits rewrites the sync logic in a way that the
`use_system_threads_for_low_priority_tasks` setting, which was added due to
the lack of a cross-platform wait-for-multiple-objects functionality, can be
removed (it's as if it was effectively hardcoded to `false`).
With the new implementation, we have the best of both worlds: threads don't
have to poll, plus no bespoke threads are used.
In addition, regarding deadlock prevention, since not every possible case of
wait-deadlock could be avoided, this commits removes the current best-effort
avoidance mechanisms and keeps only a simple, pessimistic way of detection.
It turns out that the only current user of deadlock prevention, ResourceLoader,
works fine with it and so every possible situation in resource loading is now
properly handled, with no possibilities of deadlocking. There's a comment in
the code with further details.
Lastly, a potential for load tasks never being awaited/disposed is cleared.
Fixes#82587 by improving usability of the untyped_declaration warning. This adds a note to the documentation that recommends turning on EditorSettings.text_editor/completion/add_type_hints when the untyped declaration warning is set to warn or error.
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
Port over the logic from Godot 3.5 for indirect lighting. This should fix many issues about indirect bounces causing more energy and improve the overall quality of the result.
- Provide api to retrieve the running Godot instance from a GodotHost
- Provide api for the GodotHost to register runtime GodotPlugin instances
- Hide the GodotService class until it's completed
- Include project setting to enable long press for Android devices
- Include project setting to enable pan and scale gestures on Android devices
This commit also adds means to manually disable warnings
in `code` tags where it's a false positive with the new
`skip-lint` attribute.
Warnings are now enabled on CI to prevent future errors.
[macOS] Use ANGLE by default if engine is built with statically linked ANGLE.
[Windows] Add option enable/disable fallback to ANGLE and option force specific GPU to always use ANGLE.
This means no CPU occlusion culling (and not compiling Embree), unless
you compile custom export templates with `module_raycast_enabled=yes`.
This reduces the memory footprint significantly, and binary size.
Fixes#70621.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
I wanted to add this tool for years and always forget. This command line option:
```
$ godot.exe -e --debug-canvas-item-redraw
```
Allows to see when a canvas item is redrawn. This helps find out if something
in the UI is refreshing in a way it should not. Examples as such:
* Signals causing more of the UI to redraw.
* Container resizing causes more UI elements to redraw.
* Something using a timer is redrawing all time time, which can go unnoticed.
To my surprise, the editor UI is redrawing very efficiently. There is some
weird stuff with the scene tabs, redrawing when the inspector changes but most
things for the most part are fine.
Integer scaling is achieved (after aspect expansion) by "lying" to the
stretching code about the window's size, telling it that it's always an
integer multiple of the viewport so that it only gets stretched to an
integer factor.
This approach works with all stretch and aspect modes and doesn't
require handling for each, only requiring to "loosen up" some
self-excluding conditions (in other words, replacing some `else if`s
with just `if`s) regarding viewport offset and margin calculation (black
bars).
Includes a tiny usability change that adds a range hint for the content
scale factor between 0.5 to 8.0.
Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
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.
This makes it easy to retrieve the project version at runtime
for display purposes, while simplifying the export preset configuration.
You can now leave the version empty unless you need to override it on a per-preset
basis.
Since export presets save the values of default values to the `export_presets.cfg`
file, this change only affects export presets created after this commit was merged.
This allows limiting framerate on any project, which is useful to
reduce power usage and latency with certain setups (such as VRR displays).
This is particularly useful in projects that do not expose a setting to change
the FPS limit. While external FPS limiters can be used, they can be cumbersome
to set up and result in increased input lag compared to a built-in FPS limiter.
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
- Do not reload scripts from non-collectible assemblies
- Do not load GodotTools as collectible
- Do not attempt to reload the same project assembly forever
Previously if an action was both pressed and released on the same tick or frame, `is_action_just_pressed()` would return false, resulting in missed input.
This PR separately the timestamp for pressing and releasing so each can be tested independently.