It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
The `project.godot` file will always be modified when editing a project,
but not when running it. This effectively makes the option sort by
last edition date, rather than modification as is typically understood
by users.
This closes#36127.
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
Now that projects are loaded asynchronously, some projects in the
list may be displayed before their icon is done loading. This is
especially common on slower hardware.
In such cases, this makes the project manager display a loading
placeholder instead of the default project icon.
This prevents the editor theme from being created twice.
This speeds up the project editor and editor startup
significantly; startup is now 1.3 times faster on average
(tested on a debug build). RAM usage was also lowered by 7.5 MB
on average.
This partially addresses #35321.
This makes the project manager usable for opening existing projects
without ever touching the mouse. Just enter text in the autofocused
search box and press Enter.
This partially addresses #8149.
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
The fade animation tended to give the editor a "sluggish" feel
when running at lower FPS (which is common in heavy 3D scenes),
so it's probably a good idea to remove it.
This also makes dimming less intense (50% instead of 60%).
The description is displayed as a tooltip when hovering the project
in the Project Manager. It can span multiple lines.
This partially addresses #8167.
- Use a "broken file" icon instead of a "folder" icon for missing
projects
- Fade out the project icon for missing projects
- Use transparent modulate for grayed out projects as it results in
better-looking text
- Disable the "Edit", "Run" and "Rename" buttons if at least
one missing project is selected
- Make double-clicking or pressing Enter do nothing when a missing
project is selected
- Change the "Open in FileSystem" tooltip accordingly for missing
projects
- Don't connect the "Open in FileSystem" pressed signal to make the
button ineffective for missing projects
- Name missing projects as "Missing Project" instead of
"Unnamed Project"
This incorporates many suggestions from #31342.
This also revises the search behavior to be simpler and more efficient:
- Searching will now search in both the project name and path. A project
will be displayed if either of these match the search term.
- If the search term contains a "/", the whole path will be used to match
the search term. Otherwise, only the last path component will be used.
Only a single checkbox is now exposed to control whether the editor
window should be dimmed when opening a popup. The main use case
for disabling it is picking colors from the editor window while
a popup is open.
If I download a template named KewlGame, we should not force the user to have to type that name in order to complete the installation process. The user can still rename it if they wish to but we should be providing a default value. This quality of life enhancement will improve the workflow for newcomers to Godot who typically attempt to install a template as their first action within the program.