Since exporters will save their own icon, the target platforms
don't have to support SVG to display the icon correctly.
This closes#23068.
(cherry picked from commit 0f9432f060)
New corporate sponsors:
Spiffcode (Platinum)
ASIFA-Hollywood (Silver)
Zenva Academy (Silver)
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit 4960894880)
The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).
This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
(cherry picked from commit f3c6ac1d71)
This is a revert of 9d78274e06, which was an attempt to fix#21431, but in the end it seems a different problem was the root of the issue.
Renewing focus steal allowance every time is needed on Windows.
Due to `user://` returning the current working directory when no
project is open, this caused logs to be written to `$HOME`
most of the time.
This closes#40305.
(cherry picked from commit b89dc6ae00)
- Use the `.log` file extension (recognized on Windows out of the box)
to better hint that generated files are logs. Some editors provide
dedicated syntax highlighting for those files.
- Use an underscore to separate the basename from the date and
the date from the time in log filenames. This makes the filename
easier to read.
- Keep only 5 log files by default to decrease disk usage in case
messages are spammed.
(cherry picked from commit 20af28ec06)
The Low Processor Usage Mode Sleep Usec setting is now used as a
FPS limiter rather than a constant sleep duration.
This will increase CPU/GPU usage slightly due to the higher
effective FPS, but the increase in overall smoothness is worth it.
If both Force Fps and Low Processor Usage Mode settings are enabled
in the project settings, only the setting that causes the highest
sleep duration will be retained.
This closes#11030.
(cherry picked from commit 1c28b269d8)
- Fixed floating point issue on the old one.
- Fixed the equation on the get_euler_yxz function.
- Added unit tests.
This work has been kindly sponsored by IMVU.
(cherry picked from commit 2331300989)
Since projects started from the editor or exported in debug mode
run slower than those exported in release mode, this should be
clearly presented to the user.
This partially addresses #20219.
(cherry picked from commit a9c60007a9)
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
(cherry picked from commit a96f0e98d7)
Removed by mistake in #38292 like the Windows `__XINPUT_DEVICE__`,
this magic binding is referenced directly in our code.
(cherry picked from commit 1c61b31109)
The 204 and 205 are the older, SDL 2.0.4 and 2.0.5 compatible mappings,
but since all new mappings have only been added to the main
gamecontrollerdb.txt which overrides the older entries, it doesn't make
much sense for us to keep the old databases.
We do not support the SDL2 half axes and inverted axes features from
gamecontrollerdb.txt, but this only impacts the specific controllers
which can use those features, the rest are parsed and used properly.
As for godotcontrollerdb.txt, it doesn't make sense for us to maintain
our own custom mappings instead of submitting them upstream. The only
exception is the Javascript and UWP platforms for which no bindings are
available upstream, so we keep those entries.
(cherry picked from commit 510e83498e)
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.
This makes it far easier to optimize games to minimize drawcalls.
This is needed as C# may free resources from the finalizer thread during
CSharpLanguage::finish(). Previously this would result in RIDs not being freed.
This option is meant to use together with `--path` or from a project
folder. Otherwise the project manager is opened and the option triggers
a crash.
Fixes#25589.