Commit Graph

1166 Commits

Author SHA1 Message Date
c76e7024c9 Merge pull request #105288 from bruvzg/uid_custom_scene
Fix custom scene argument if it's referenced as UID.
2025-04-15 12:28:45 -05:00
756053f05f Merge pull request #105067 from smix8/navmesh_sync
Move NavigationServer navmesh sync from main() to process()
2025-04-14 19:39:51 -05:00
4afeca3bcf Replace global oversampling with overrideable per-viewport oversampling. 2025-04-14 13:43:09 +03:00
57bb602e37 Fix custom scene argument if it's referenced as UID. 2025-04-11 21:41:18 +03:00
0d267e7b1e Core: Add dedicated BitField template 2025-04-11 11:53:26 -05:00
334006b501 Merge pull request #105216 from bruvzg/no_dummy_rs
Remove "dummy" renderer from the editor dropdown.
2025-04-11 09:50:46 -05:00
889410dcda Add String::replace_char(s) methods for performance and convenience 2025-04-10 13:08:45 +02:00
1054ab8239 Remove "dummy" renderer from the editor dropdown. 2025-04-10 08:45:47 +03:00
807ce83f00 Merge pull request #103805 from rsubtil/fix-recovery_lock_on_import
Fix recovery mode lock file not being cleared on import/export
2025-04-09 18:12:03 -05:00
5c9d63ff52 Fix initial project manager size and scales < 1. 2025-04-09 08:24:45 +03:00
e6a61b1ecc Merge pull request #76829 from bruvzg/ac_kit_direct
Implement screen reader support using AccessKit library.
2025-04-08 12:32:47 -05:00
b106dfd4f9 Base accessibility API. 2025-04-08 20:14:28 +03:00
f37fb49739 Add separate minimize_disabled and maximize_disabled window flags. 2025-04-07 18:58:11 +03:00
a4c56d478a Move NavigationServer navmesh sync from main() to process()
Moves NavigationServer navmesh sync from main() to process().
2025-04-05 21:29:24 +02:00
31c191ee72 Fix compiling with disable_xr=yes 2025-04-04 00:26:53 +08:00
2800948d61 Organize ifdefs for disabling navigation, physics, and XR 2025-04-02 08:24:24 -07:00
c9c8556a47 Merge pull request #104862 from smix8/navserver_process
Prepare NavigationServer for `process()` and `physics_process()` split
2025-04-02 07:37:32 -05:00
4f4031a675 Replace size() == 0 with is_empty(). 2025-04-02 19:18:43 +08:00
16fd7b6ae1 Prepare NavigationServer for process() and physics_process() split
Prepares the NavigationServer API for a split of its functionality between frame process() and stepped physics_process().
2025-04-02 11:01:08 +02:00
556933306a Allow to compile templates without navigation features 2025-04-01 11:53:35 -03:00
5cc0539961 [Navigation] Create a dedicated 2D navigation server
* Add a dedicated 2D server
* Create dedicated tests
* Split performance metrics between 2D and 3D
* Rename the 3D only server module
2025-03-29 12:10:50 +01:00
5ad414d046 Allow to compile templates without physics servers 2025-03-28 11:00:44 -03:00
3358128dc2 Disable broken Vulkan layers before running RenderingDevice tests. 2025-03-25 22:39:22 +01:00
c9f0ab6701 Vulkan: Re-enable Mesa device select layer
We got this from RenderDoc which had an issue with it 5 years ago, but it's
not a given that Godot is also affected.

This layer is actually quite convenient to be able to change what default Vulkan
capable GPU should be used for applications via environment variables:
https://docs.mesa3d.org/envvars.html#vulkan-mesa-device-select-layer-environment-variables
2025-03-25 10:16:50 +01:00
97241ffea6 Merge pull request #99555 from Meorge/mute-game
Add "Mute Game" toggle in Game view
2025-03-19 17:46:11 -05:00
6858607e74 Add "Mute Audio" button to Game view in editor
Update servers/audio_server.cpp

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Apply suggestions from code review

Co-authored-by: Adam Scott <ascott.ca@gmail.com>

Fix a few lines for new member names

Add command-line argument `--debug-mute-audio`, and pass it to game if started with mute enabled

Apply suggestions from code review

Co-authored-by: arkology <43543909+arkology@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>

Fix icon for svgo
2025-03-19 08:20:17 -07:00
f6891b0305 [DisplayServer] Decouple show_window(MAIN_WINDOW_ID) from DisplayServer constructor, update project manager size/position after DS init. 2025-03-19 11:23:04 +02:00
c8a94993bf Merge pull request #103961 from bruvzg/win_pos_sync
Sync `display/window/size/initial_position_type` and `Window::WINDOW_INITIAL_POSITION_` enum.
2025-03-18 14:42:33 -05:00
e41200b407 Vulkan: Disable layers in editor deemed buggy by RenderDoc 2025-03-17 22:46:25 +01:00
c1b7865ae9 Merge pull request #103557 from aaronfranke/godot-version-defines
Rename version defines to `GODOT_VERSION_*` to match GDExtension godot-cpp
2025-03-13 08:57:42 -05:00
97ee05e9b7 Rename version defines to GODOT_VERSION_* to match GDExtension godot-cpp 2025-03-12 11:11:38 -07:00
7d82704f12 Allow to ignore debugger error breaks 2025-03-12 19:05:57 +01:00
c8ddbfbd38 Merge pull request #102940 from bruvzg/tab_ed
Add editor setting to override tablet driver.
2025-03-11 14:00:51 -05:00
d990f594a0 Sync display/window/size/initial_position_type and Window::WINDOW_INITIAL_POSITION_ enum. 2025-03-11 08:33:02 +02:00
466590d0ec Use get_slicec instead of get_slice for single character splitters 2025-03-08 20:36:37 +01:00
d776682741 Fix recovery mode lock file not being cleared on import/export 2025-03-08 10:58:09 +00:00
67d4a245d8 Merge pull request #103267 from YeldhamDev/reality_got_too_extended
Allow to compile the engine without XR support
2025-03-07 15:12:54 -06:00
5113022dfe Clean up some uses of String::substr
Cases where the end position is either equvalent to the default or past
the end of the string.
2025-03-07 14:50:38 +01:00
6ed12bfc5d [Linux/BSD] Offload RenderingDevice creation test to subprocess. 2025-03-04 13:18:26 +02:00
7c8f81f1d0 Set editor's translation domain at root node 2025-03-02 08:52:27 +08:00
aea559b39a Allow to compile the engine without XR support 2025-02-25 17:07:21 -03:00
ab717497ef [Windows] Offload RenderingDevice creation test to subprocess. 2025-02-24 19:40:10 +02:00
b77423370a Fix cross-platform configuration of rendering driver settings
Simpler alternative to #103026 which avoids breaking compatibility.

Instead of introducing a new `auto` default value, we ensure that all
supported drivers are registered regardless of the editor's host platform,
and that the defaults are the intended ones.

This solves the following issues:
- macOS exports are meant to default to Metal in 4.4, but they would
  default to Vulkan if exported from Linux, Windows, or Android editors.
- Windows exports couldn't be made with Direct3D 12 from Linux, macOS, or
  Android editors, as the option couldn't be selected outside Windows.

Unlike #103026, it doesn't solve the issue of not always saving the
rendering drivers to `project.godot`, but now the defaults are at least
consistent between editor platforms.

Co-authored-by: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com>
2025-02-23 12:28:59 +01:00
11f56d8265 Revert "Always allow selecting any rendering driver in the settings, add "auto" option."
This reverts commit dea20c4a9b.

This had unforeseen consequences for editor code that relies on querying these settings,
and possibly thirdparty code that would do the same. In hindsight, it's a bit too late
in the release cycle to make such a compatibility breaking change.
2025-02-23 12:19:20 +01:00
dea20c4a9b Always allow selecting any rendering driver in the settings, add "auto" option. 2025-02-19 12:05:04 +02:00
b3c0eaeeb8 Add editor setting to override tablet driver. 2025-02-15 23:16:58 +02:00
3f2a29cd9d [Windows] Read Wacom config to check if Windows Ink is disabled and auto switch to WinTab. 2025-02-13 15:10:16 +02:00
f45d2f8f6c Merge pull request #96926 from Dowsley/user-provided-arguments-fix
Ignore `--test` flag when it is an user-provided argument
2025-02-12 12:56:41 -06:00
9457666bba Fix accessing UID before first scan 2025-02-08 20:04:32 -05:00
d481669c50 Ignore --test flag when it is an user-provided argument 2025-02-06 12:25:50 -03:00