This can be used by editor plugins and non-game applications to
store data in the correct directories according to the
XDG Base Directory specification.
Default missing keys to Unix time 0 (1970-01-01 at 00:00:00 UTC).
Abort if year <= 0, this is not supported by the current algorithm.
Prevents an infinite loop further down.
Fixes#49022.
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.
This can be used to print thread IDs in logs. This can make it easier
to debug multi-threaded applications.
Co-authored-by: Khaos <khaos@khaos-coders.org>
It was added in 3e20391bf6 but it doesn't seem
particularly useful, and it was only implemented for the custom splash branch
and not the default one, so it could return an uninitialized int.
The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform
While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.
The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).
Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.
`OS.shell_open()` will pass on the path directly to the OS' shell
handler (which can handle file paths or URLs). It can't handle
Godot-specific paths, so these need to be converted with
`ProjectSettings.globalize_path()` first.
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.
Closes#8770.
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.