As for the FileSystem dock, there is another PR that needs refining before it can be merged. it could reuse work done on the inspector dock PR once we figure things out, so we can make it use the same shortcut conventions as the inspector.
github.com/godotengine/...
Posts by Calinou
For the inspector dock, I have a WIP which I'll need help on to bring to the finish line: github.com/godotengine/...
I recreated a similar use case in the test project linked here: github.com/godotengine/...
There are some performance metrics too, also here from integrated graphics: github.com/godotengine/...
To give an example, modern AAA games still frequently use per-vertex shading for lit particles when they occupy a large portion of the viewport (e.g. rain effects). Overlapping alpha effects are one of the best-case scenarios where vertex will significantly improve performance compared to pixel.
Per-vertex shading is generally faster than per-pixel shading, but how much faster it is depends on the mesh's vertex density and how much space the mesh occupies on the viewport.
Late reply, but I made a dedicated website for this, which is part of the Godot organization on GitHub now: godotengine.github.io/editor-icons/
I added that preset years ago to go with KDE's Breeze Dark theme (the base color was chosen to match the color in late 2018), but with KDE changes and the new theme, it probably no longer matches KDE anymore. This might need changing in the future, since it's the intended purpose of that preset.
Which display scale did you choose in the macOS settings? Do you have external monitors connected?
macOS does not have a concept of fractional scaling, so using a fractional scale will force all apps to be rendered at a higher resolution and then downsampled. Unfortunately, this is slow and blurry.
If you set the editor font size to 12, Godot should look closer to macOS apps' sizing, but this can be too small for many people, especially on smaller laptops that may not have the luxury of a hiDPI display (it tends to help improve readability at smaller sizes). See github.com/godotengine/....
This is likely down to macOS apps using a small font size and condensed UI elements (more so than most Windows apps). This effectively makes Godot seem larger than other macOS apps by default, even on a 1080p display at 100% scaling (no Retina involved).
Regarding smooth scrolling, it's also something I'd like to see, but it's quite complex to implement as seen in this proposal: github.com/godotengine/...
There's a linked PR that implemented parts of it, but it had many limitations and was closed.