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updates from master #6

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merged 239 commits into from
Dec 20, 2024
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Norrox
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@Norrox Norrox commented Dec 19, 2024

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m4gr3d and others added 30 commits September 1, 2024 11:01
…he list

Shortcuts for the first 4 devices in the list are available, but only
the first one is bound by default to Shift + F5 (Cmd + Shift + B on macOS).
This makes one-click deploy make use of remote debugging, so that
you can see output from the remote device, run the debugger and use
the monitor and performance/network profilers.
Note: This commit ties the IPUnix to the UNIX_SOCKET_UNAVAILABLE define,
disabling it when set. It is maybe not semantically correct (getifaddrs)
is not part of the "socket" API, but it's reasonable to expect that a
platform not supporting Unix-style sockets, would also not support other
Unix network functions.
This makes the class available to avoid spam from classes using it, even
if without any actual implementation (since raw sockets are not
available on the web).
This prevents the antialiasing feather from becoming too wide
at viewport sizes higher than the default, which can lead to blurry visuals.

This is adjusted to account for the 2D scale factor returned on the root
Window, so it takes both the `canvas_items` scaling and
`content_scale_factor` into account.
We now cache the Node*<>TreeItem* mapping in the SceneTreeEditor. This
allows us to make targeted updates to the Tree used to display the scene
tree in the editor.

Previously on almost all changes to the scene tree the editor would
rebuild the entire widget, causing a large number of deallocations an
allocations. We now carefully manipulate the Tree widget in-situ saving
a large number of these allocations.

In order to know what Nodes need to be updated we add a
editor_state_changed signal to Node, this is a TOOLS_ENABLED,
editor-only signal fired when changes to Node happen that are relevant
to editor state.

We also now make sure that when nodes are moved/renamed we don't check
expensive properties that cannot contain NodePaths. This saves a lot of
time when SceneTreeDock renames a node in a scene with a lot of
MeshInstances. This makes renaming nodes go from ~27 seconds to ~2
seconds on large scenes.

SceneTreeEditor instances will now also not do all of the potentially
expensive update work if they are invisible. This behavior is turned off
by default so it won't affect existing users. This change allows the
editor to only update SceneTreeEditors that actually in view. In
practice this means that for most changes instead of updating 6
SceneTreeEditors we only update 1 instantly, and the others only when
they become visible.

There is definitely more that could be done, but this is already a
massive improvement. In complex scenes we see an improvement of 10x,
things that used to take ~30 seconds now only take 2.

This fixes #83460

I want to thank KoBeWi, TokisanGames, a-johnston, aniel080400 for
their tireless testing. And AeioMuch for their testing and providing a
fix for the hover issue.
Include the needed .NET jar in the Godot templates so it's always available, then we don't need to include the jar from a .NET publish which could fail when exporting to multiple architectures because it would attempt to add the same jar for each architecture.
Fixes GridMap freeing edge connection debug mesh too early.
Support custom sky rotation in SDFGI
Add `volume_linear` property and getter/setter methods for audio-related classes
…st-for-stretch-scale

Adjust StyleBoxFlat antialiasing to account for 2D stretch scale
…ndow-mode

Fix closing dropdown on EditorResourcePicker in Single Window Mode
Separate sky luminance and brightness calculations for consistent fog
Add `LocalVector` move semantics (constructor and operator=).
Add move semantics (constructor, operator=) to `List`.
Remove unused headers in core
Rename `String::copy_from` functions to their respective encodings (`parse_latin1`, `parse_wstring`, `parse_utf32`).
Add UndoRedo support to Load Emission Mask/Points
…eploy-debug

Enable Deploy with Remote Debug by default in the editor
…nsform

Add a warning for when the scene root node is transformed
[GDScript] Fix `Packed*Array` `OP_IN` using low precision int and float as input.
…-highlight

Highlight hovered `GraphEdit` connection by widening the line
Document limitations of refraction from using screen texture
Fix early navigtion path return
Betsy: Fix stack-use-after-scope when using BC3 and BC5
Metal: Add support for 2017 era iOS devices
LightmapGI: Fix crash during baking when sky is null
[Windows, FileDialog] Prepend drive letter to the absolute paths without drive letter.
[EditorFileDialog] Do not update file selection on filter change if nothing was previously selected.
Abstract `CowData`'s reallocations into `_realloc` to consolidate duplicate logic.
Optimize `CowData` and `LocalVector` functions `.insert` and `.remove_at` by using move semantics.
@Norrox Norrox merged commit fd030ce into godot-experimental:godot-master Dec 20, 2024
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