Fixes#82587 by improving usability of the untyped_declaration warning. This adds a note to the documentation that recommends turning on EditorSettings.text_editor/completion/add_type_hints when the untyped declaration warning is set to warn or error.
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
Port over the logic from Godot 3.5 for indirect lighting. This should fix many issues about indirect bounces causing more energy and improve the overall quality of the result.
- Provide api to retrieve the running Godot instance from a GodotHost
- Provide api for the GodotHost to register runtime GodotPlugin instances
- Hide the GodotService class until it's completed
- Include project setting to enable long press for Android devices
- Include project setting to enable pan and scale gestures on Android devices
This commit also adds means to manually disable warnings
in `code` tags where it's a false positive with the new
`skip-lint` attribute.
Warnings are now enabled on CI to prevent future errors.
[macOS] Use ANGLE by default if engine is built with statically linked ANGLE.
[Windows] Add option enable/disable fallback to ANGLE and option force specific GPU to always use ANGLE.
This means no CPU occlusion culling (and not compiling Embree), unless
you compile custom export templates with `module_raycast_enabled=yes`.
This reduces the memory footprint significantly, and binary size.
Fixes#70621.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
I wanted to add this tool for years and always forget. This command line option:
```
$ godot.exe -e --debug-canvas-item-redraw
```
Allows to see when a canvas item is redrawn. This helps find out if something
in the UI is refreshing in a way it should not. Examples as such:
* Signals causing more of the UI to redraw.
* Container resizing causes more UI elements to redraw.
* Something using a timer is redrawing all time time, which can go unnoticed.
To my surprise, the editor UI is redrawing very efficiently. There is some
weird stuff with the scene tabs, redrawing when the inspector changes but most
things for the most part are fine.