Per Apple Developer Documentation:
windowBackgroundColor: "The color to use for the window background."
controlColor: "The color to use for the flat surfaces of a control."
Godot's base_color more closely corresponds to windowBackgroundColor.
In some cases, controlColor may even return values that are not appropriate for use as a base color.
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>
Windows 11's major version number is actually 10.x.x, which can be confusing
if you don't know about this quirk. `OS.get_version_alias()` avoids this
by displaying the "branding" version number and the build number as a suffix,
so that individual updates can still be distinguished from each other.
On macOS, `OS.get_version_alias()` returns the version number prepended
with the version name (e.g. Sequoia for macOS 15).
On other operating systems, this returns the same value as `OS.get_version()`.
Before this commit, ccache where only used on Mac when
`OSXCROSS_ROOT` was defined. Now, it could be used even
when that envirnment variable is not defined.
Setting it only for release templates on Windows and macOS was inconsistent,
and Jolt requires it as a minimum.
Drop the `-mxsave` flag from the raycast module, this doesn't seem to be
used explicitly by Embree, and unnecessarily makes our config and baseline
muddy.
Fixes#95897
During CI scenarios $HOME may be set to an invalid value (such as
`/var/empty`).
Using temp dirs fits better with godot's usage of these paths and is
independent from the user's $HOME.