Commit Graph

29 Commits

Author SHA1 Message Date
5088db36f4 Added a new command line option to help with generating version.txt for tpz files. 2022-10-11 12:31:56 +02:00
Danil Alexeev
c7f001ccf5 Add boot splash display time setting
Implements #8867.

(cherry picked from commit dad9683d11ca174cf50d0039fb0f05fb7439984f)
2022-09-16 21:19:03 +02:00
e2d42db711 Also renamed the files. 2022-08-19 21:24:36 +02:00
cffe742085 Renamed the VisualServer to RenderringServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files. 2022-08-19 20:50:20 +02:00
9757c39f05 Moved a few more core classes. 2022-08-17 17:43:49 +02:00
99e94b08c4 Moved base input related classes to core/input. 2022-08-17 17:02:24 +02:00
04feb63860 Moved Engine and projectSettings. 2022-08-17 15:35:28 +02:00
220b2db443 Moved String and related classes under a string folder in core. 2022-08-17 14:19:55 +02:00
dc9cc716c7 Moved Object related classes under core/object. 2022-08-17 13:45:14 +02:00
e7100658d4 Ported: Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1. - Bromeon
861e155543
2022-07-29 21:45:04 +02:00
d10acf7390 Ported: Command line arguments '--version' and '--help' return exit code 0 instead of 255
Allows to detect whether those commands executed successfully, which makes integration with shell scripts/CI/bindings straightforward. - Bromeon
da78e92321
2022-07-29 21:35:41 +02:00
2efb934953 Revert "Command line arguments '--version' and '--help' return exit code 0 instead of 255"
This reverts commit bfdfdac24b.
2022-07-29 16:35:28 +02:00
Jan Haller
bfdfdac24b Command line arguments '--version' and '--help' return exit code 0 instead of 255
Allows to detect whether those commands executed successfully, which makes integration with shell scripts/CI/bindings straightforward.

(cherry picked from commit e3a8edf536ab8115594b0d6c3efa0603e71825ad)
2022-07-29 16:30:46 +02:00
b7d07a4487 Ported: Tweak default crash handler message in exported projects
When an exported project crashes, the crash handler message
shouldn't reference the Godot issue tracker, as not all crashes
are Godot's fault.
Reporting crashes that only occur on exported projects is still allowed,
but it should not be done by people who aren't working on the project
in question.
- Calinou
bec892c010
2022-07-29 10:17:20 +02:00
Hugo Locurcio
32e7e19475 Add a property hint for the iOS touch delay project setting
(cherry picked from commit 21da2fbbb08664c7cedac450d7e7331a6f270ade)
2022-07-29 09:11:42 +02:00
Hugo Locurcio
47ee0bcee2 Hide the first --print-fps outputs after the engine has started
The first 2 or 3 prints are inaccurate since the engine has just
started at that point.

(cherry picked from commit 2d56dfb746fb05c8cab090e4b411b1987e990fca)
2022-07-27 19:40:40 +02:00
kobewi
e4133904a2 Move Display settings higher in the list
(cherry picked from commit 739242dd04d16f85d542bcf9a29aa44402410481)
2022-07-27 18:44:38 +02:00
18bb8e671a Ported: [3.x] [Debugger] Add --debug-server CLI option.
Automatically starts the editor debug server at given <IP>:<PORT>.
E.g.:
 # Run editor and debug server listening on any interface, port 8080
godot3 -e --path proj/proj_empty --debug-server *:8080
 # Run the godot project connecting to that debug server.
godot3 --path proj/proj_empty --remote-debug 127.0.0.1:8080
- Faless
225e75daba
2022-07-27 15:07:09 +02:00
lawnjelly
da628411d2 Physics Interpolation - Flush transforms after physics tick
Leftover transforms from the physics tick were being flushed during idle, which was causing problems for physics interpolation.

This PR flushes the transforms at the end of the physics tick when physics interpolation is active.
2022-07-27 14:14:36 +02:00
Jason Yundt
983eec5521 Improve autoload inheritance error message
Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.

Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.

Fixes #59884.

(cherry picked from commit 1cc7e7ec33a652647d63cb32fa164eceef87c653)
2022-07-26 12:34:50 +02:00
accd8458c8 Backported: Rename iterations_per_second to physics_ticks_per_second - Calinou - 937c1a716c 2022-03-24 11:10:56 +01:00
c054c4db58 Cleaned up more remnants of the mono module. 2022-03-23 23:10:27 +01:00
32f148ac0c Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00
3049d142de Removed the build-solutions argument. 2022-03-16 02:51:11 +01:00
23c332974a Removed the arvr server. 2022-03-16 02:39:55 +01:00
938f72432e Removed the camera server. 2022-03-16 02:16:15 +01:00
5767e12b56 Removed editor feature profiles. 2022-03-16 01:17:27 +01:00
00285e8b24 Removed the gles3 driver. There are still mentions of it in a few places, I did not removed all of those. 2022-03-15 17:01:21 +01:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00