Instead of reading files over the network, the new version uses a local file cache and only updates files when it changes.
The original remote filesystem was created 14 years ago, when ethernet was faster than hard drives or even flash. Also, mobile devices have a very small amount of storage.
Nowadays, this is no longer the case so the approach is changed to using a persistent cache in the target device.
Co-authored-by: m4gr3d
Emitting signals with params from Android plugins could crash due to
object assignment with uninitialised mem. Instead, use 'memnew_placement'
to construct into stack addresses. Make similar JNI callbacks consistent.
Fixes#75754.
On Linux, thread IDs were not properly assigned with the current approach.
The line:
`std::thread new_thread(&Thread::callback, _thread_id_hash(thread.get_id()), p_settings, p_callback, p_user);`
does not work because the thread ID is not assigned until the thread starts.
This PR changes the behavior to use manually generated thread IDs. Additionally, if a thread is (or may have been created) outside Godot, the method `Thread::attach_external_thread` was added.
A snapshot version is a version that has not yet been released which allows us to deploy the same transient version incrementally, without requiring projects to upgrade the artifact version they're consuming. Those projects can use the same version to get an updated snapshot version.
Users can still go down to 21 when using GL Compatibility.
This makes the default behavior match the default renderer, and thus avoids
a warning in the out of the box experience.
Also mark texture compression settings as basic, since out of the box users
who want to export to Android will need to enable ETC2/ASTC manually.
- Rename all instances of `capture_start()` and `capture_end()` to their new
names. Fixes#72892.
- More internal renames to match what was started in #69120.
- Use `override` consistently so that such refactoring bugs can be caught.
- Harmonize the order of definition of the overridden virtual methods in each
audio driver.
- Harmonize prototype for `set_output_device` and `set_input_device`.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
- Add runtime check and abort when the device doesn't meet the requirements for vulkan support
- Add filters to the AndroidManifest when exporting with a vulkan renderer
Remove the XR export logic from the legacy build system:
- On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system
- Provides added flexibility for configuring the Android manifest for XR specific capabilities.
* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash.
This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.