forked from godotengine/godot
-
Notifications
You must be signed in to change notification settings - Fork 1
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
track upstream #2
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
…ins_preset(PRESET_WIDE)
Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
- Setting voice_count value to 4 (MAX_VOICES) is now allowed - Fixed slider glitch on setting voice_count value
On compulers that define __GNUC__ use computed goto to directly dispatch the next instruction rather than going through another switch statement. This saves a jump and some comparisons. In tight loops this is is roughly 10% faster than the switch() method.
These errors shouldn't be possible on a tested game. Remove the checks on release. Shaves about 10% off of tight loops.
Differences with this aren't huge but the effort is minimal, in some workloads gain a couple of percent of performance.
Not doing this was a bit of an oversight
2DEditor: fix duplicated 'id_pressed' connection [ci skip]
…oiceCount Fix Voice_Count Issues in AudioEffectChorus [ci skip]
- The export process now builds complete .ipa on macOS, instead of just creating XCode project. - The project includes Capabilities games usually require: Game Center, Push Notifications, In-App Purchase. - Icons and launch screens can be specified in export preset.
Enhance iOS export
Add font size setting for output panel
Improved audio buses editor
[DOCS] Document some of the VisualScript classes
Add OS::is_userfs_persistent, allow starting HTML5 platform in private mode
Added logs to .gitignore
[GDnative] autogenerate gdnative_api_struct.h from a json
Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms.
Various clean ups and cosmetic changes in scene.glsl.
Updated some documentation for the OS class.
Added correct initialization for script editor theme.
Previously functions of the GDNative API were accessed by letting the loader at load-time resolve the symbols. This causes troubles on Windows (...sigh...), so now the GDNative API isn't exported anymore. This means, that a library that wants to call a GDNative function needs to access it via a struct of pointers that's passed to it at right after the library was loaded. To make the usage easier, those function pointers in the struct can be wrapped in actual function in the global scope. This commit adds a generator for that wrapper code.
…apper [GDNative] added API struct wrapper generator
Also add docucmentation for set_stream_position in VideoPlayer
…filter doc_status.py: Add -t (--todo) option, show only non-empty items
…-field [GDnative] add api version field to godot_gdnative_api_struct
On mobile platforms virtual keyboards take up significant amount of screen space and UI containing a text box may need to be adjusted after the keyboard appears to keep the text box visible to user. This commit adds a way to obtain virtual keyabord height so that controls are aware of how much they need to move.
…visibility Fix GIProbe light visibility
…_stream_position Add function set_stream_position to VideoPlayer. Closes godotengine#8727
…eight Allow to obtain virtual keyboard height
Fixed a bug where ssl would force validation even though you told it not to.
jcalifornia
pushed a commit
that referenced
this pull request
Nov 27, 2017
…arken Add Color.lighten and Color.darken (like LESS.css or SASS) #2
pull bot
pushed a commit
that referenced
this pull request
Aug 18, 2022
[doc] Use "param" instead of "code" to refer to parameters #2
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
merge master