Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.
Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.
Just a few comments have also been changed to say "redraw".
In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
This allows the icon's scale to be changed using the `svg/scale`
import option, including to scales greater than the default 128×128.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Storing the project/favorites list in the EditorSettings makes it
difficult to version-control your editor configuration, as the file will
continually change as you open new projects. It also means a
configuration can't be shared across machines, as they might not have
the same projects or file layout.
Now the project list is stored in $godot_data_dir/projects.cfg.
Each path is a section, which has a boolean favorite value.
If the new config does not exist, the editor attempts to migrate legacy
EditorSettings-based configuration to the new file.
Fixesgodotengine/godot-proposals#1637.
GitHub doesn't allow CORS so we can't download assets from it.
There'd also be more work needed for the Asset Library plugin to be
usable in the Web editor even if that was supported.
- Don't use minimum size for project order/filter controls.
This also allows the filter field to become longer at large
window sizes.
- Hide the loading label instead of changing its opacity.
This causes a reflow during loading, but this is preferable to having
the UI overflow.
- Hide the About button on Android as it will spawn a dialog that's
too large to be closed on most screens.
- Hide the language dropdown on Android as it doesn't work correctly.
This allows the project manager to be displayed correctly at much
lower window sizes than previously.
* 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!
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
unzReadCurrentFile(3) returns number of bytes read, so the current code only processes the file if no bytes were read (UNZ_OK is a #define equal to 0).
I've altered the break to occur only on unsuccessful read, (when unzReadCurrentFile(3) returns less than zero), and added an error message for when an unsuccessful read occurs.
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
This only affects newly created projects.
- Use a 128×128 resolution to make the icon look crisp on hiDPI displays.
- Darken the icon's outside area and remove the border, as the
contrast rate between the icon and its background is now sufficient.
This different design also allows distinguishing projects that
were made with Godot 3.x from projects made with Godot 4.0.
Ensure that the project manager window is centered on the screen if any resizing is performed due to DPI scaling.
Resizing and repositioning code has been moved to after the initialisation of the window contents to improve UI response/presentation.
This reverts commit a988fad9a0.
As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
Only Vulkan is fully implemented for now, so OpenGL isn't available
in the project manager yet.
This also makes the rendering driver checks use lowercase names
everywhere for consistency.
- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
Since OpenGL will not be available in Godot 4.0, this exposes a
choice between Vulkan clustered and Vulkan mobile in the project manager.
Despite the name, Vulkan mobile has many benefits on desktop platforms.
It provides better performance on simple scenes, and ensures that you
won't accidentally use unsupported features while testing your project
on desktop platforms.
The Vulkan backend setting was made into a "basic" setting so that
it can be changed without having to enable the Advanced Settings toggle.
This also improves list formatting to use bullet points and tweaks
the property hint to be more descriptive.