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Allow for Custom Runtime Identifiers #97776
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atlasapplications
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atlasapplications:custom-runtimeidentifier
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Allow for Custom Runtime Identifiers #97776
atlasapplications
wants to merge
95
commits into
godotengine:master
from
atlasapplications:custom-runtimeidentifier
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…nds to prevent overlap Co-Authored-By: Robbie Cooper <[email protected]>
Also adds command-line option `--editor-pseudolocalization`
Parameters p_type, p_format, p_array_layers, p_depth_stencil are ignored - MTLTexture (and the callee) already have this information and is only relevant when reinterpreting or remaping the texture in different ways.
Changes the Resource::generate_scene_unique_id() to be deterministic and seedable. Fixes godotengine#97110
This PR makes RID_Owner lock free for fetching values, this should give a very significant peformance boost where used. Some considerations: * A maximum number of elements to alocate must be given (by default 256k). * Access to the RID structure is still safe given they are independent from addition/removals. * RID access was never really thread-safe in the sense that the contents of the data are not protected anyway. Each server needs to implement locking as it sees fit.
… drivers Signed-off-by: Yevhen Babiichuk (DustDFG) <[email protected]>
Signed-off-by: Yevhen Babiichuk (DustDFG) <[email protected]>
…ning_instead_of_comments Replace comments with printed warning for Metal on x86_64
…-warning [GraphEdit] Only print warning for connection layer deletion when justified
Configure MSAA properly in canvas renderer's pipelines.
Partially revert godotengine#96780, remove warnings from project/editor settings `_get`.
Fix quick open background panel style
The C# export process assigns a runtime identifier based off predefined options depending on the exporting platform and architecture. This makes sense almost all the time but I found a case where this creates a limitation. NativeAOT for android requires the linux-bionic-arm64 runtime identifier which is not what Godot assigns (it uses android-arm64). This can be solved by simply creating an override in the export settings for advanced users that want to try a custom runtime identifier. The default functionality is untouched if the option is left blank.
This allows for Godot to publish C# enabled projects as NativeAOT for Android. This also reverses the ability to use custom runtime identifiers.
Previously, the templates only would've worked on Android, but now other supported platforms are included. Disabled visibility of option for iOS. Made visibility conditional as an advanced option.
…plications/godot into custom-runtimeidentifier
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The C# export process assigns a runtime identifier based off predefined options depending on the exporting platform and architecture. This makes sense almost all the time but I found a case where this creates a limitation. NativeAOT for android requires the linux-bionic-arm64 runtime identifier which is not what Godot assigns (it uses android-arm64). This can be solved by simply creating an override in the export settings for advanced users that want to try a custom runtime identifier. The default functionality is untouched if the option is left blank.
Resolves #97775