{"push_id":2825717452,"size":1,"distinct_size":1,"ref":"refs/heads/fix-15324","head":"b9780facf39b318da08e971ea79300a480bcd969","before":"ae92b62a7f68ad7c663a45eed9688a9fd29fb3e5","commits":[{"sha":"b9780facf39b318da08e971ea79300a480bcd969","author":{"name":"Hein-Pieter van Braam","email":"e68b072303e1c28c4073630daeb803737a761e06@tmm.cx"},"message":"Fall back to GLES2 if GLES3 is not working\n\nThis adds a static is_viable() method to all rasterizers which has to be\ncalled before initializing the rasterizer. This allows us to check what\nrasterizer to use in OS::initialize together with the GL context\ninitialization.\n\nThis commit also adds a new project setting\n\"rendering/quality/driver/driver_fallback\" which allows the creator of a\nproject to specify whether or not fallback to GLES2 is allowed. This\nsetting is ignored for the editor so the editor will always open even if\nthe project itself cannot run. This will hopefully reduce confusion for\nusers downloading projects from the internet.\n\nWe also no longer crash when GLES3 is not functioning on a platform.\n\nThis fixes #15324","distinct":true,"url":"https://api.github.com/repos/hpvb/godot/commits/b9780facf39b318da08e971ea79300a480bcd969"}]}
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