The new default value (1800) allows storing 30 seconds of profiling
at 60 FPS.
The new maximum value (10000) allows storing about 3 minutes of
profiling at 60 FPS.
The profiler graph will scale accordingly to the chosen setting,
so the default value is kept relatively low to prevent the graph
from looking too squished on narrow displays.
Increases the size of the wasm by around 3% (~300-350 KiB).
This enables using the Crypto object for hashing, signing and encryption,
and therefore reduces the gap between the features of the HTML5 platform
and other platforms.
Closes https://github.com/godotengine/godot-proposals/issues/3574.
(cherry picked from commit 3ff6d794c0aac0365f236cd078b5e5aeea0d996e)
This removes the reliance on the not-so-fully-implemented Power API,
which throws an error in the HTML5 editor.
This was already changed to 200 ms in the master branch, and here I
picked 300 ms to be consistent with the iOS export plugin. All these
thread sleeps need to be re-assessed together to be made more
consistent (and possibly configurable - and most importantly battery
preserving by default).
The call to draw the handles in the OccluderPoly was spamming errors when the hole has no points. This PR prevents trying to draw the gizmo for the hole when there are no points, which prevents the spam.
Changes NavigationAgent avoidance callback to a toggle that is disabled by default.
Also fixes a few missing descriptions / wrong warnings.
(cherry picked from commit 7f3688603cb3662e425cb7a1dce15459162c1dc6)
Contrast rate is still fairly low, but the text needs to be easy enough
to distinguish from non-disabled items.
(cherry picked from commit 8962d2760d05a2027d65d104bf3763edb828c52a)
Add a check for when we select a text but end on a link. Before it would act as if we just click an link, but now it changes it so if we click-drag over a link, we could select it (and not move to other page).
- danielkariv
47ead8504a
Lowers or removes the slider limits and steps from NavigationMesh resources and changes some default values to better work with realistic unit sizes by default.
(cherry picked from commit cda93057f73ad937deacb8200cf27f4996ed8918)
Change the order of checks in _class_desc_select to first try checking current page and GlobalScope before resorting to slicing either side of the first ".". This may change previous search behaviours - previously if both x.y and @GlobalScope.x.y existed, _class_desc_select would select the former; it will now select the latter.
Also tidies up some comments.
- 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 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.
Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.
- smix8
88acb5b798
Adds warnings when at least one of the input mesh surfaces is of wrong primitive type or has an empty vertex / index array as those broken input meshes would fail as both navmesh as well as later when creating debug meshes.
(cherry picked from commit 4185fce0eff4c0fc40f077120d0ed26220e6c995)