Default actions are no longer internal since we want to document them.
They are still hidden from the Project Setting dialog because we hid the
whole `input/` group manually.
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this
This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.
Fixes#64100. Fixes#64014. Fixes#61908.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.
It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
Instantiating a new ProjectSettings is *not* the way to go.
ConfigFile works just fine to read/change a single value.
Fixes memory leaks as the instantiated ProjectSettings was never freed.
Forbid doing this to prevent such problems.
Fixes#25661.
When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.
This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.
The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
This eases transition from beta 1 to beta 2 so that users don't get a warning
about a missing feature. The names were just changed.
The old feature names are removed from project.godot when opening such a
project.
The `__ARM_ARCH_7A__` and `__ARM_ARCH_7S__` are not enough, since they
do not cover e.g. `__ARM_ARCH_8A__` in 32 bit mode, so instead of trying
to cover any possible ARM version that can work in 32 bit mode, we
can replace it with the `__arm__` macro which is defined for arm32 only
(arm64 uses `__aarch64__`).
This adds support for benchmarking engine startup (and editor startup if used).
The goal is to use this in the benchmarking server to track improvements and changes to engine, editor, importer and scene loading startup times.