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71865 Commits

Author SHA1 Message Date
Fredia Huya-Kouadio 7fb37a088b Add checks to prevent crashes when accessing the GameMenu api
This should address crashes reported on the Play store. Note that those crashes lack debug symbols which reduces our ability to narrow down the exact cause of the crash. We aim to resolve that in Godot 4.5.
2025-02-27 13:20:23 -08:00
Rémi Verschelde a9c5c4db71
Merge pull request #103201 from beicause/shaders-only-convert-source-color-linear
Shaders: Only convert default value to linear color if type hint is `source_color`
2025-02-27 19:34:12 +01:00
Rémi Verschelde 1af42620fa
Merge pull request #103362 from bruvzg/gds_get_set_bchk
Add bound checks to `Array`/`Packed*Array` variant call `get` and `set` methods.
2025-02-27 18:50:57 +01:00
Pāvels Nadtočajevs f9c7d348c3 Add bound checks to `Array`/`Packed*Array` variant call `get` and `set` methods. 2025-02-27 17:54:40 +02:00
Rémi Verschelde 53faed5351
Merge pull request #103339 from Hilderin/adjustment-error-message-embedded-game
Replace error to info messages for embedded game
2025-02-27 12:40:39 +01:00
Rémi Verschelde dd43d401ec
Merge pull request #103338 from dsnopek/openxr-passthrough-emulation-wins
OpenXR: Emulated alpha blend mode should override the real blend mode
2025-02-27 12:40:36 +01:00
Rémi Verschelde 9014202366
Merge pull request #103337 from stuartcarnie/fix_ios_options
Metal: Fix SPIR-V → MSL compilation on iOS targets
2025-02-27 12:40:33 +01:00
Rémi Verschelde bb88938596
Merge pull request #103354 from bruvzg/gproc
Add `(void *)` cast directly to `GetProcAddress` calls.
2025-02-27 12:40:27 +01:00
Pāvels Nadtočajevs ddd807ff7d Add `(void *)` cast directly to `GetProcAddress` calls. 2025-02-27 12:30:04 +02:00
Hilderin 0c384e7217 Replace error to info messages for embedded game 2025-02-26 19:32:25 -05:00
David Snopek fd622afb1d OpenXR: Emulated alpha blend mode should override the real blend mode 2025-02-26 17:35:03 -06:00
Stuart Carnie 5312811c4d Metal: Fix SPIR-V → MSL compilation on iOS targets 2025-02-27 10:22:39 +11:00
Rémi Verschelde 3ef055fecb
Update AUTHORS and DONORS list 2025-02-26 12:54:25 +01:00
Rémi Verschelde 01545c995b
Merge pull request #103298 from bruvzg/comque_race
Use atomic flag to prevent `flush_if_pending` from reading unlocked `command_mem`.
2025-02-26 00:27:55 +01:00
Rémi Verschelde a398f4f893
Merge pull request #103303 from aaronfranke/fix-compile-arm64-linux
Fix compiling on arm64 Linux with GCC
2025-02-26 00:23:55 +01:00
Rémi Verschelde bb634fd9e4
Merge pull request #103302 from dsnopek/missing-method-flag
Bind new core `METHOD_FLAG_VIRTUAL_REQUIRED` bitfield
2025-02-26 00:17:56 +01:00
Rémi Verschelde bc0d58b07e
i18n: Sync translations with Weblate 2025-02-26 00:05:03 +01:00
Aaron Franke 0528d92d73
Fix compiling on arm64 Linux 2025-02-25 14:47:29 -08:00
David Snopek e0370b9596 Bind new core `METHOD_FLAG_VIRTUAL_REQUIRED` bitfield 2025-02-25 16:46:50 -06:00
Pāvels Nadtočajevs bdb5d522d1 Use atomic flag to prevent `flush_if_pending` from reading unlocked `command_mem`. 2025-02-25 23:26:43 +02:00
Rémi Verschelde e7ac8e45a3
Merge pull request #103296 from dsnopek/texture-create-from-native-handle-right-rid-type
`texture_create_from_native_handle()` should return `RID` for texture from `RenderingServer`, not `RenderingDevice`
2025-02-25 21:59:24 +01:00
David Snopek a285d1aa98 `texture_create_from_native_handle()` should return `RID` for texture from `RenderingServer`, not `RenderingDevice` 2025-02-25 14:20:33 -06:00
Thaddeus Crews 6ea7798789
Merge pull request #103286 from AThousandShips/fix_windows_display_2
[Windows] Fix unreachable code in `DisplayServer`
2025-02-25 12:42:39 -06:00
AThousandShips 8ea725a181
[Windows] Fix unreachable code in `DisplayServer` 2025-02-25 17:37:02 +01:00
Rémi Verschelde cc7a951140
Merge pull request #103266 from KoBeWi/l8ter_m8
Load docks layout after their position is initialized
2025-02-25 15:28:14 +01:00
Rémi Verschelde 2f030f3da8
Merge pull request #103261 from Calinou/doc-imagetexturelayered-create-texture-arrays
Document creating Texture2DArray, Cubemap and CubemapArray from code
2025-02-25 15:28:10 +01:00
Rémi Verschelde 82aacc129f
Merge pull request #103245 from bruvzg/rd_helper
[Windows] Offload `RenderingDevice` creation test to subprocess.
2025-02-25 15:28:06 +01:00
Rémi Verschelde c4731e1d5b
Merge pull request #103168 from Giganzo/tree-edge-hover
Fix Tree hover position with multiple columns
2025-02-25 15:27:59 +01:00
Thaddeus Crews 5cfa89ed0e
Merge pull request #103185 from stuartcarnie/metal_lazy
Metal: Compile `MTLLibrary` on demand when pipeline is created
2025-02-24 19:52:23 -06:00
Thaddeus Crews 92fc09c429
Merge pull request #103252 from AThousandShips/fix_display_windows
[Windows] Fix unused variable error in `DisplayServerWindows`
2025-02-24 19:52:22 -06:00
Thaddeus Crews 9f4ac3c0b0
Merge pull request #103259 from BlueCube3310/bcdec-fix-realign
bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isn't divisible by 4
2025-02-24 19:52:21 -06:00
kobewi 7aec67f1f1 Load docks layout after their position is initialized 2025-02-25 00:12:19 +01:00
Hugo Locurcio 07fa717b34
Document creating Texture2DArray, Cubemap and CubemapArray from code 2025-02-24 23:02:30 +01:00
BlueCube3310 a22c16cf5c bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isn't divisible by 4 2025-02-24 21:40:34 +01:00
Stuart Carnie 818afcb327 Metal: Compile `MTLLibrary` on demand when pipeline is created
This changes the default shader loading strategy, implemented in the
Metal driver, to compile the `MTLLibrary` on demand when the pipeline
is created, which reduces cold startup time on IPHONE target OSs.

Normally, the `MTLLibrary` is compiled from Metal source asynchronously
when Godot calls
`RenderingDeviceDriverMetal::shader_create_from_bytecode`; however, this
changes this behaviour on mobile platforms to do it on demand when the
pipeline is created, as noted in #96052, Godot will ask to create
many more shaders from bytecode than are initially required. Mobile
OSs like iOS are limited to compiling to shader libraries concurrently,
which results in a significant bottleneck.

This is not the default for macOS, as it can concurrently compile many
shaders at once, resulting in faster startup times for the Godot editor.
2025-02-25 05:32:38 +11:00
Pāvels Nadtočajevs ab717497ef [Windows] Offload `RenderingDevice` creation test to subprocess. 2025-02-24 19:40:10 +02:00
AThousandShips 1f5f96c47f
[Windows] Fix unused variable error in `DisplayServerWindows` 2025-02-24 18:08:13 +01:00
Rémi Verschelde 39c201ca58
Merge pull request #103247 from Faless/mbedtls/backport_defragment_tls_handshake
[mbedTLS] Integrate TLS handshake defragmentation PR
2025-02-24 17:33:35 +01:00
Thaddeus Crews f931a65177
Merge pull request #103132 from syntaxerror247/docs-sensors
Android: Inform that sensors must be enabled in ProjectSettings
2025-02-24 09:06:16 -06:00
Thaddeus Crews c80eb95741
Merge pull request #103224 from bruvzg/lbl_rounding_errors
[Label] Fix rounding errors with fractional scale.
2025-02-24 09:06:15 -06:00
Thaddeus Crews 0b1a7aff7e
Merge pull request #103197 from akien-mga/safer-rendering-driver-selection
Fix cross-platform configuration of rendering driver settings (narrower approach)
2025-02-24 09:06:14 -06:00
Fabio Alessandrelli fe84b84b51 [mbedTLS] Enable TLS 1.3 negotiation by default 2025-02-24 14:04:09 +01:00
Fabio Alessandrelli af0bc17c4f [mbedTLS] Integrate TLS handshake defragmentation PR
Upstream PR GH-9981
2025-02-24 13:44:40 +01:00
Pāvels Nadtočajevs 8016c5399f [Label] Fix rounding errors with fractional scale. 2025-02-23 17:59:14 +02:00
Anish Mishra 28d1dccf63
Android: Fix export and runtime logic to check if using Vulkan
Also fix iOS export logic that would force a min target of iOS 14.0 (for Metal)
even when targeting the Compatibility renderer.

Co-authored-by: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com>
2025-02-23 12:28:59 +01:00
Rémi Verschelde b77423370a
Fix cross-platform configuration of rendering driver settings
Simpler alternative to #103026 which avoids breaking compatibility.

Instead of introducing a new `auto` default value, we ensure that all
supported drivers are registered regardless of the editor's host platform,
and that the defaults are the intended ones.

This solves the following issues:
- macOS exports are meant to default to Metal in 4.4, but they would
  default to Vulkan if exported from Linux, Windows, or Android editors.
- Windows exports couldn't be made with Direct3D 12 from Linux, macOS, or
  Android editors, as the option couldn't be selected outside Windows.

Unlike #103026, it doesn't solve the issue of not always saving the
rendering drivers to `project.godot`, but now the defaults are at least
consistent between editor platforms.

Co-authored-by: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com>
2025-02-23 12:28:59 +01:00
Rémi Verschelde 11f56d8265
Revert "Always allow selecting any rendering driver in the settings, add "auto" option."
This reverts commit dea20c4a9b.

This had unforeseen consequences for editor code that relies on querying these settings,
and possibly thirdparty code that would do the same. In hindsight, it's a bit too late
in the release cycle to make such a compatibility breaking change.
2025-02-23 12:19:20 +01:00
Rémi Verschelde 0e3dbba6a5
Merge pull request #103192 from bruvzg/lbl_clip
Fix label clipping when ascent/descent are fractional.
2025-02-23 12:13:16 +01:00
Rémi Verschelde 58e4e34564
Merge pull request #103176 from 0xcafeb33f/theora-asm-opt
Fix libtheora optimizations causing errors in calling function for x86_64 Windows
2025-02-23 12:13:13 +01:00
Rémi Verschelde 0c3787a152
Merge pull request #103148 from nathanhoad/fix-docs-typo-editortranslationplugin
Fix typo in EditorTranslationParserPlugin docs
2025-02-23 12:13:09 +01:00