When a file is opened with a wrong case, it can work on the developer system but break on a user system with a case-sensitive filesystem.
This will display a warning when it happens.
CAVEATS: It will also display the warning if a symlink is in the path.
Adapt warning if the file is a symlink. Avoid warning on symlinks.
Fix memory leak and avoid `lstat` usage.
Avoid exposing real_path when not in TOOLS_ENABLED mode.
Wayland in particular sets surface_capabilities.currentExtent.width to
the special value 0xFFFFFFFF, which is valid per spec.
Fixes#98779
It may also fix misc issues when resizing on all platforms.
Superseedes PR #98780 , thanks to user tdaven for the original patch.
PR #98780 would break Android support as it did not account that width
and height might need to be swapped.
Replaced manual swap by Godot's SWAP(), which indicates intention much
easier.
• `modernize-use-default-member-init` and `readability-redundant-member-init`
• Minor adjustments to `.clang-tidy` to improve syntax & remove redundancies
- Buffers changing their usage are no longer treated as write usage unless the API requires it.
- Draw lists are not treated as being dependent on each other if their regions do not intersect despite both being write commands.
- Particles were tweaked to use different unused buffers to reduce dependencies.
Fixes an issue introduced in #96439 (see
https://github.com/godotengine/godot/pull/96439#issuecomment-2447288702)
Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.
First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.
But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.
Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.
This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
#96439) and now saves the preTransform value in the swapchain.
- Adds Swappy for Android for stable frame pacing
- Implements pre-transformed Swapchain so that Godot's compositor is in
charge of rotating the screen instead of Android's compositor
(performance optimization for phones that don't have HW rotator)
============================
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
Changes from original PR:
- Removed "display/window/frame_pacing/android/target_frame_rate" option
to use Engine::get_max_fps instead.
- Target framerate can be changed at runtime using Engine::set_max_fps.
- Swappy is enabled by default.
- Added documentation.
- enable_auto_swap setting is replaced with swappy_mode.