Replace a bisect with a single multiplication when calling
screen_get_dpi() in Javascript
Tested the value of
window.matchMedia(`(resolution:${(window.devicePixelRatio*96).toFixed(100)}dpi)`).matches
which is true except for values that cause a lot of rounding errors
(e.g. dpr : 0.3 => resolution: 28.799999999999997dpi)
Even in these cases the value matches the result of the previous
`findDPI()` method.
See also:
6cff589b5b (r81273660)
The issue was causing by a bug within the logic for `FileAccessFilesystemJAndroid#eof_reached()` causing that value to remain false after the eof was reached.
This in turn caused an infinite loop in the file scanner preventing the project's content from showing up.
This lets the engine and projects use the same color codes
in the terminal on all platforms. This includes support for
`print_rich()` (GDScript) and `print_line_rich()` (C++).
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.
For performance this is done directly in `String::parse_utf8`.
Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.
Supersedes #63717.
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
Previously it was used only on debug builds, but recent
additions to variant_call.cpp have made that unit too
large even in release_debug.
It was originally set to debug only because using it
breaks mingw, so this only reinstates it for MSVC where
it shouldn't have any drawbacks (famous last words).
Test-Information:
Builds for me with
scons -j 40 platform=windows target=release_debug
and my game then runs from it.
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
The new option is `linker` and lets the user specify the argument to
the`-fuse_ld=` linker flag directly. The supported options are:
- `default`: No change, typically uses GNU ld (bfd) unless the user or
distro picked a different default `/usr/bin/ld`.
- `bfd`: GNU ld from binutils
- `gold`: GNU gold from binutils
- `lld`: lld from LLVM
- `mold`: mold, an extremely fast modern linker, not (yet) intended for
use in production but great for development speed. Provided by distro
`mold` package or needs to be compiled from source and installed to
`/usr` otherwise.
Removes the `use_lld=yes` option, and make lld actually usable with GCC
too.
Not all the above are compatible or recommend for LTO, we recommend
using GNU ld with GCC LTO, or lld with LLVM ThinLTO.
Now the `linuxbsd` platform can be built headlessly (e.g. without X11
development libraries).
I also cleaned up some weird (old?) usages of the `env` variable which
seem to make no difference and are used nowhere else.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
Instead of reusing the custom_template/ prefix which is actually only
used for the prebuilt APK workflow, we add a new custom_build/ prefix.
This is a slight compat breakage (users will have to redo their config)
but enables us to group the Min SDK and Target SDK options where they make
sense, and avoid reusing the previously hardcoded Target SDK 30 from
Godot 3.4.
Those two options are now strings instead of integers so that we can keep
them empty by default, and show their default value using a placeholder.
So some validation has been added to make sure they are proper ints.
The upper bound on Target SDK was also removed as it's a common use case
to use it to try to target newer released SDKs. But we warn the user that
this wasn't validated by us.
The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.
Fixes#62465.
- Using a bucketized approach to select the editor scale in order to avoid too high values
- Add default app dimensions: used on Android devices with free floating app windows to set the default app frame
- Add ability to launch the Game window in an adjacent frame when in multi window mode
Increases the size of the wasm by around 3% (~300-350 KiB).
This enables using the Crypto object for hashing, signing and encryption,
and therefore reduces the gap between the features of the HTML5 platform
and other platforms.
Closes https://github.com/godotengine/godot-proposals/issues/3574.
This is in line with what's reported by the `OS` class on GNU/Linux, and
is required by the extension exporter to identify the correct library.
For BSD, we should either finish splitting the platform (into
platform/bsd) or register a separate exporter with OS name BSD and
proper templates detection.
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
popup no longer tries to close itself a second time
popup no longer closes after having been reopened
fixed bug in RenameDialog not calling base (by inspection)
fixes#59181fixes#60921
reverts #59287
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
this makes them work in OpenGL contexts
changed verbose error printing to write once
this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
these were previously discarded
messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes