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Fix `--gdscript-docs` tool failing when autoloads are used in the project.
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Fixes #79497
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GDScript: Prevent constructing and inheriting engine singletons
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Visual Shaders: Make output-ports for vector types expandable by default
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port and it's of any vector type
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
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Fixed VS 2022 Mac compatibility
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Visual Studio 2022 on Mac marks the project as invalid if the project Guid is set. Easiest way to fix it is to remove outdated 'EnableGodotProjectTypeGuid' and other Guid references
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Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
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Storage.
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
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Web: Disable raycast module by default (no occlusion culling)
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This means no CPU occlusion culling (and not compiling Embree), unless
you compile custom export templates with `module_raycast_enabled=yes`.
This reduces the memory footprint significantly, and binary size.
Fixes #70621.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Fix method hashes with default arguments
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Calinou/lightmapgi-static-directional-fix-brightness
Fix directional LightmapGI being too dark with static lights
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The brightness now matches dynamic lights (indirect light baked only)
when Directional is enabled.
Co-authored-by: Priyansh Rathi <techiepriyansh@gmail.com>
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Fix missing clear for some `set_exclude*` query parameter methods
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[macOS] Enforce non-zero window size.
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[Windows] Use clear color for non exclusive fullscreen border, fix maximize for borderless window switching to exclusive fs.
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for borderless window switching to exclusive fs.
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Don't allow transforming scene tiles
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Fix ImporterMesh bone weight handling during lightmap unwrap
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[docs] Update AABB `get_support` description
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This is a simple documentation edit. It updates the description of the
get_support method in AABB to explain what a support point is.
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Limit mesh complexity in LOD generation to prevent crashing
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[macOS/Windows] Add optional ANGLE backed OpenGL renderer support (runtime backend selection).
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EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
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Remove unnecessary line from Projection::get_z_far
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Removes a line from Projection::get_z_far that flips the normal of a plane.
While this may be required for similar code elsewhere in the file, this is
unnecessary here, as only the length of the normal is used and not the
direction. Flipping the normal does not change its magnitude and therefore is
unnecessary in this case.
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Improve the Torus icons
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[macOS] Workaround Xcode 15 linker bug.
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Fix example in gravity project settings doc
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Fix LightmapGI shading sometimes being unlit or black
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Implemented {project} placeholder for external dotnet editor
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Implements the {project} placeholder, available when setting an external editor
in the project settings, via Editor > Editor Settings > Text Editor > External
for the c# external editor, under Editor > Editor Settings > Dotnet > Editor,
This allows passing the project folder as a command line argument when using a
custom external editor that isn't one of the available options.
Fixes #81845
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C#: make C# static methods accessible.
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Add functions for non-ptr style virtual calls in GDExtension
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This adds two functions to `GDExtensionClassCreationInfo` that allow for developers to supply a generic virtual call function along with user data to be sent to that call.
If `get_virutal_call_data_func` is not null, extensions call this function to get user data to pass to a supplied `call_virtual_with_data_func`. Both must be provided is one is provided.
If `get_virtual_call_data_func` is null, Godot falls back to the old `get_virtual_func` logic.
Fixes #63275
Co-authored-by: David Snopek <dsnopek@gmail.com>
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jsjtxietian/update-mesh-list-immeditely-after-set-mesh-library
Update mesh list UI immediately after setting mesh library in gridmap
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