Closes https://github.com/godotengine/godot-proposals/issues/2721
On `EditorFileDialog`:
* Add filter box that only shows folders and files in current directory that match
* Add sort button to sort files and directories
* Add a shortcut for CTRL+F for selecting the filter box
Also moved common code between `EditorFileDialog` and `FileSystemDock`
to it's own file.
Co-authored-by: fox <12120644+foxydevloper@users.noreply.github.com>
This helps diagnose issues on multi-GPU setups, particularly when
only one of them supports RenderingDevice-based rendering methods.
This can be the case on old laptops with an Intell Haswell IGP
and a NVIDIA Maxwell dedicated GPU, where the IGP does not support
RenderingDevice but the dedicated GPU does.
(In this case, Godot must be forced to run on the dedicated GPU
to allow using RenderingDevice-based rendering methods.)
Depth comparison is now used to prevent refraction from occurring
if the pixel being refracted is located in front of the object.
For pixels slightly behind the object, a `smoothstep()` curve
is used to progressively increases refraction intensity
as the distance between the object and the refraction increases.
This avoids sudden discontinuities in the refraction.
Co-authored-by: GeneralLegendary <generallegendary456@gmail.com>
It even won't be considered for building so there is no any sense
for compile time checks
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
A few permissions including the `USE_SCENE` permission are being renamed with the launch of the Meta Spatial SDK, so we update the excluded list to avoid requesting them on app start.
This makes the project manager more friendly to keyboard usage.
You can now create projects more easily without touching the mouse
by opening the project manager, pressing Ctrl + N, entering a project
name and pressing Enter.
This PR makes RID_Owner lock free for fetching values, this should give a very
significant peformance boost where used.
Some considerations:
* A maximum number of elements to alocate must be given (by default 256k).
* Access to the RID structure is still safe given they are independent from addition/removals.
* RID access was never really thread-safe in the sense that the contents of the data are not protected anyway. Each server needs to implement locking as it sees fit.
* Added shared responsibilities for documentation and tests
* Made buildsystem manage all build scripts (uniquely)
* Cleaned up unused cases
* Added unmanaged cases
XR is disabled when 3D is disbled so there is no sense in
setting xr specific settings and adding `--xr-mode` option
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>