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UWP: Remove platform port, needs to be redone from scratch for 4.x
The UWP platform port was never ported to the Godot 4.0+ API, and it's now accumulating bitrot as it doesn't compile, and thus we no longer propagate platform changes in it. So we finally remove to acknowledge this state. There's still some interest in reviving the UWP port eventually, especially as support for Direct3D 12 will soon be merged, but when that happens it will be easiest to redo it from scratch.
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@@ -938,7 +938,7 @@
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If [code]true[/code], snaps [Control] node vertices to the nearest pixel to ensure they remain crisp even when the camera moves or zooms.
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</member>
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<member name="gui/common/swap_cancel_ok" type="bool" setter="" getter="">
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If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on Windows and UWP to follow interface conventions. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time.
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If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on Windows to follow interface conventions. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time.
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[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show].
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</member>
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<member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
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