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GLES2 disable half-float project setting
It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect. This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.
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@@ -2430,6 +2430,7 @@ VisualServer::VisualServer() {
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GLOBAL_DEF("rendering/gles2/debug/flash_batching", false);
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GLOBAL_DEF("rendering/gles2/debug/diagnose_frame", false);
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GLOBAL_DEF_RST("rendering/gles2/debug/use_batching_in_editor", true);
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GLOBAL_DEF("rendering/gles2/debug/disable_half_float", false);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/gles2/batching/max_join_item_commands", PropertyInfo(Variant::INT, "rendering/gles2/batching/max_join_item_commands", PROPERTY_HINT_RANGE, "0,65535"));
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/gles2/batching/colored_vertex_format_threshold", PropertyInfo(Variant::REAL, "rendering/gles2/batching/colored_vertex_format_threshold", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
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