behaviour-tree-test/platform
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
..
android Merge pull request #103122 from syntaxerror247/fix-crash 2025-02-23 12:13:02 +01:00
ios Revert "Workaround mingw-gcc LTO ICE by re-adding some dead code..." 2025-02-20 17:47:37 +01:00
linuxbsd Prevent pending input event callbacks from erasing the window in the middle of a loop. 2025-02-18 15:26:13 +02:00
macos Fix cross-platform configuration of rendering driver settings 2025-02-23 12:28:59 +01:00
web [Web] Fix issue when pausing an non-started sample 2025-02-17 09:49:50 -05:00
windows Fix cross-platform configuration of rendering driver settings 2025-02-23 12:28:59 +01:00
register_platform_apis.h
SCsub Allow multiple platform API files 2024-10-31 16:07:01 +01:00