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Update 2 Master #190

Merged
merged 95 commits into from
Oct 9, 2024
Merged

Update 2 Master #190

merged 95 commits into from
Oct 9, 2024

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Bioblaze
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@Bioblaze Bioblaze commented Oct 6, 2024

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shatyuka and others added 30 commits May 3, 2024 06:36
…nds to prevent overlap

Co-Authored-By: Robbie Cooper <cooperra@users.noreply.github.com>
Also adds command-line option `--editor-pseudolocalization`
Parameters p_type, p_format, p_array_layers, p_depth_stencil are
ignored - MTLTexture (and the callee) already have this information
and is only relevant when reinterpreting or remaping the texture in
different ways.
Changes the Resource::generate_scene_unique_id() to be deterministic and
seedable.

Fixes #97110
This PR makes RID_Owner lock free for fetching values, this should give a very
significant peformance boost where used.

Some considerations:

* A maximum number of elements to alocate must be given (by default 256k).
* Access to the RID structure is still safe given they are independent from addition/removals.
* RID access was never really thread-safe in the sense that the contents of the data are not protected anyway. Each server needs to implement locking as it sees fit.
… drivers

Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
passivestar and others added 21 commits October 5, 2024 00:20
…-scene

Offset drag instantiated scenes that result in a collision by its bounds to mitigate overlap
…t_editor

Call `restart_editor()` in `RUN_PROJECT_MANAGER`
…e._solved

Close expanded tile editor when inspector updates
Don't fold resources when child of main inspector exits
Misc code cleanup in EditorFileDialog
Allow horizontal scrolling in Tree using Shift
Add `_resource_changed()` helper method to EditorResourcePicker
Globally remember advanced toggle in project settings
Print error on invalid `call_group()` calls
…ollar_mistake

Fix ScrollContainer configuration warnings
Add submenu support to EditorContextMenuPlugin
Fix closing Theme Editor not actually closing it
…d_of_comments

Replace comments with printed warning for Metal on x86_64
[GraphEdit] Only print warning for connection layer deletion when justified
Configure MSAA properly in canvas renderer's pipelines.
Partially revert #96780, remove warnings from project/editor settings `_get`.
Fix quick open background panel style
…t repo (#151)

* Update config.yml

* Update bug_report.yml
@Norrox
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Norrox commented Oct 6, 2024

My game runs fine with this,

image

@Spartan322
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Spartan322 commented Oct 6, 2024

Could we hold off on a merge for this please, the godot commits should be separated from the rebrand commits imo, and the rebrand commits should be rebased down to one commit. It makes managing the git history and creating a changelog a lot easier, also separating the rebrand commits out from the godot merge makes the rebase of the rebrand commits even easier anyway. (the one commit PR workflow is a lot simpler paradigm for cherrypicking and reverts, and especially for git bisects)

I agree with keeping the godot master branch without any rebases obviously, just that when we're not syncing with godot, we should resort to single commit PRs like godot as much as possible, it also maintains a consistent style with the git history. I'd also recommend periodical merges with godot instead of continually every time the repo changes, but that's kinda more personal preference compared to the rest of what I said which is much more practically focused. (like if we keep doing it via PRs it will just bloat the PRs to keep it up to date every time the godot repo changes, and git isn't really made to support continually updating a diverging fork to upstream for every change)

Godot's PR Workflow Doc is a pretty good standard that I'd recommend we still try to follow, especially for things like bisect.

@OldDev78
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OldDev78 commented Oct 6, 2024

Could we hold off on a merge for this please, the godot commits should be separated from the rebrand commits imo, and the rebrand commits should be rebased down to one commit. It makes managing the git history and creating a changelog a lot easier, also separating the rebrand commits out from the godot merge makes the rebase of the rebrand commits even easier anyway. (the one commit PR workflow is a lot simpler paradigm for cherrypicking and reverts, and especially for git bisects)

I agree with keeping the godot master branch without any rebases obviously, just that when we're not syncing with godot, we should resort to single commit PRs like godot as much as possible, it also maintains a consistent style with the git history. I'd also recommend periodical merges with godot instead of continually every time the repo changes, but that's kinda more personal preference compared to the rest of what I said which is much more practically focused. (like if we keep doing it via PRs it will just bloat the PRs to keep it up to date every time the godot repo changes, and git isn't really made to support continually updating a diverging fork to upstream for every change)

Godot's PR Workflow Doc is a pretty good standard that I'd recommend we still try to follow, especially for things like bisect.

We probably should adopt a similar document.

@Norrox
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Norrox commented Oct 6, 2024

Probably a good idea @Spartan322, i am not personally super experienced with godot pr workflow.

@Redot-Engine Redot-Engine deleted a comment Oct 6, 2024
@Bioblaze Bioblaze merged commit 1f65c8e into redot-merge Oct 9, 2024
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