Commit Graph

77006 Commits

Author SHA1 Message Date
David Snopek fd622afb1d OpenXR: Emulated alpha blend mode should override the real blend mode 2025-02-26 17:35:03 -06:00
Stuart Carnie 5312811c4d Metal: Fix SPIR-V → MSL compilation on iOS targets 2025-02-27 10:22:39 +11:00
Rémi Verschelde dbdd8a2db9 PackedScene: Use ObjectID for DeferredNodePathProperties base
Help do proper error handling and avoid a crash.

Works around #103263.
2025-02-26 14:40:14 +01:00
Rémi Verschelde 3ef055fecb Update AUTHORS and DONORS list 2025-02-26 12:54:25 +01:00
风青山 d0437d5052 Revert "Fix inspector jumping when gaining focus"
This reverts commit 9226424401.
2025-02-26 18:18:30 +08:00
风青山 a375e77b85 Revert "Fix inspector follow focus when child is focused"
This reverts commit 286d3ae415.
2025-02-26 18:18:28 +08:00
dugramen 4952e078e4 fix vbox separation in sections with PROPERTY_USAGE_ARRAY 2025-02-25 21:50:52 -05:00
Hugo Locurcio 92f3173794 Disable texture array reflections on Intel GPUs on macOS due to driver bugs
The check is only present in x86 builds, since Apple Silicon never
uses an Intel GPU by definition.
2025-02-26 02:28:36 +01:00
OhiraKyou 8df75953ec Fix GPU particles not emitting at some amounts when scale curve is zero 2025-02-25 19:36:08 -05:00
Rémi Verschelde 01545c995b Merge pull request #103298 from bruvzg/comque_race
Use atomic flag to prevent `flush_if_pending` from reading unlocked `command_mem`.
2025-02-26 00:27:55 +01:00
Rémi Verschelde a398f4f893 Merge pull request #103303 from aaronfranke/fix-compile-arm64-linux
Fix compiling on arm64 Linux with GCC
2025-02-26 00:23:55 +01:00
Rémi Verschelde bb634fd9e4 Merge pull request #103302 from dsnopek/missing-method-flag
Bind new core `METHOD_FLAG_VIRTUAL_REQUIRED` bitfield
2025-02-26 00:17:56 +01:00
Rémi Verschelde bc0d58b07e i18n: Sync translations with Weblate 2025-02-26 00:05:03 +01:00
Aaron Franke 0528d92d73 Fix compiling on arm64 Linux 2025-02-25 14:47:29 -08:00
David Snopek e0370b9596 Bind new core METHOD_FLAG_VIRTUAL_REQUIRED bitfield 2025-02-25 16:46:50 -06:00
Marc Garcia Puig 57d8ef5d23 Disabled depth test for line and handle materials 2025-02-25 22:56:56 +01:00
Pāvels Nadtočajevs bdb5d522d1 Use atomic flag to prevent flush_if_pending from reading unlocked command_mem. 2025-02-25 23:26:43 +02:00
Rémi Verschelde e7ac8e45a3 Merge pull request #103296 from dsnopek/texture-create-from-native-handle-right-rid-type
`texture_create_from_native_handle()` should return `RID` for texture from `RenderingServer`, not `RenderingDevice`
2025-02-25 21:59:24 +01:00
David Snopek a285d1aa98 texture_create_from_native_handle() should return RID for texture from RenderingServer, not RenderingDevice 2025-02-25 14:20:33 -06:00
Kasper Arnklit Frandsen fe9cca8d03 Add select node shortcut to list view in Animation Player Editor 2025-02-25 20:15:43 +00:00
Michael Alexsander aea559b39a Allow to compile the engine without XR support 2025-02-25 17:07:21 -03:00
Murrent 4f46ecc479 Allow default case at the top of a switch scope in shaders
Revert "Removed translations of unused error message"

This reverts commit 6dbc75e000375196eb0176e65eb41935f71fc4fe.

Variable name change

Detecting multiple default cases in shaders

Removed translations of unused error message

Allowing default case at top of scope in switch statement in shaders
2025-02-25 20:59:36 +01:00
Thaddeus Crews 6ea7798789 Merge pull request #103286 from AThousandShips/fix_windows_display_2
[Windows] Fix unreachable code in `DisplayServer`
2025-02-25 12:42:39 -06:00
AThousandShips 8ea725a181 [Windows] Fix unreachable code in DisplayServer 2025-02-25 17:37:02 +01:00
Max Hilbrunner 3275116304 Rename "file" param for str.path_join() to "path" 2025-02-25 15:58:33 +01:00
Rémi Verschelde cc7a951140 Merge pull request #103266 from KoBeWi/l8ter_m8
Load docks layout after their position is initialized
2025-02-25 15:28:14 +01:00
Rémi Verschelde 2f030f3da8 Merge pull request #103261 from Calinou/doc-imagetexturelayered-create-texture-arrays
Document creating Texture2DArray, Cubemap and CubemapArray from code
2025-02-25 15:28:10 +01:00
Rémi Verschelde 82aacc129f Merge pull request #103245 from bruvzg/rd_helper
[Windows] Offload `RenderingDevice` creation test to subprocess.
2025-02-25 15:28:06 +01:00
Rémi Verschelde c4731e1d5b Merge pull request #103168 from Giganzo/tree-edge-hover
Fix Tree hover position with multiple columns
2025-02-25 15:27:59 +01:00
Thaddeus Crews 5cfa89ed0e Merge pull request #103185 from stuartcarnie/metal_lazy
Metal: Compile `MTLLibrary` on demand when pipeline is created
2025-02-24 19:52:23 -06:00
Thaddeus Crews 92fc09c429 Merge pull request #103252 from AThousandShips/fix_display_windows
[Windows] Fix unused variable error in `DisplayServerWindows`
2025-02-24 19:52:22 -06:00
Thaddeus Crews 9f4ac3c0b0 Merge pull request #103259 from BlueCube3310/bcdec-fix-realign
bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isn't divisible by 4
2025-02-24 19:52:21 -06:00
kobewi 7aec67f1f1 Load docks layout after their position is initialized 2025-02-25 00:12:19 +01:00
Hugo Locurcio 07fa717b34 Document creating Texture2DArray, Cubemap and CubemapArray from code 2025-02-24 23:02:30 +01:00
BlueCube3310 a22c16cf5c bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isn't divisible by 4 2025-02-24 21:40:34 +01:00
Stuart Carnie 818afcb327 Metal: Compile MTLLibrary on demand when pipeline is created
This changes the default shader loading strategy, implemented in the
Metal driver, to compile the `MTLLibrary` on demand when the pipeline
is created, which reduces cold startup time on IPHONE target OSs.

Normally, the `MTLLibrary` is compiled from Metal source asynchronously
when Godot calls
`RenderingDeviceDriverMetal::shader_create_from_bytecode`; however, this
changes this behaviour on mobile platforms to do it on demand when the
pipeline is created, as noted in #96052, Godot will ask to create
many more shaders from bytecode than are initially required. Mobile
OSs like iOS are limited to compiling to shader libraries concurrently,
which results in a significant bottleneck.

This is not the default for macOS, as it can concurrently compile many
shaders at once, resulting in faster startup times for the Godot editor.
2025-02-25 05:32:38 +11:00
Pāvels Nadtočajevs ab717497ef [Windows] Offload RenderingDevice creation test to subprocess. 2025-02-24 19:40:10 +02:00
AThousandShips 1f5f96c47f [Windows] Fix unused variable error in DisplayServerWindows 2025-02-24 18:08:13 +01:00
Raul Santos 05ffa218f3 GDExtension: Add all Engine.get_version_info fields to get_godot_version
Added in a new `get_godot_version2` function with a new
`GDExtensionGodotVersion2` to avoid breaking compatibility.
2025-02-24 17:37:27 +01:00
Rémi Verschelde 39c201ca58 Merge pull request #103247 from Faless/mbedtls/backport_defragment_tls_handshake
[mbedTLS] Integrate TLS handshake defragmentation PR
2025-02-24 17:33:35 +01:00
Thaddeus Crews f931a65177 Merge pull request #103132 from syntaxerror247/docs-sensors
Android: Inform that sensors must be enabled in ProjectSettings
2025-02-24 09:06:16 -06:00
Thaddeus Crews c80eb95741 Merge pull request #103224 from bruvzg/lbl_rounding_errors
[Label] Fix rounding errors with fractional scale.
2025-02-24 09:06:15 -06:00
Thaddeus Crews 0b1a7aff7e Merge pull request #103197 from akien-mga/safer-rendering-driver-selection
Fix cross-platform configuration of rendering driver settings (narrower approach)
2025-02-24 09:06:14 -06:00
Fabio Alessandrelli fe84b84b51 [mbedTLS] Enable TLS 1.3 negotiation by default 2025-02-24 14:04:09 +01:00
Fabio Alessandrelli af0bc17c4f [mbedTLS] Integrate TLS handshake defragmentation PR
Upstream PR GH-9981
2025-02-24 13:44:40 +01:00
Giganzo b8c251f704 Fix invisible ItemList cursor in edito theme 2025-02-24 04:24:43 +01:00
matheusmdx 110a29853b Minor adjusts in the 'Show in Filesystem' code in SpriteFrames editor 2025-02-23 17:20:13 -03:00
Pāvels Nadtočajevs 8016c5399f [Label] Fix rounding errors with fractional scale. 2025-02-23 17:59:14 +02:00
Anish Mishra 28d1dccf63 Android: Fix export and runtime logic to check if using Vulkan
Also fix iOS export logic that would force a min target of iOS 14.0 (for Metal)
even when targeting the Compatibility renderer.

Co-authored-by: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com>
2025-02-23 12:28:59 +01:00
Rémi Verschelde 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