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Make String::ends_with don't use String::rfind
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Make Rect2 properties show in 2x2 layout
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Set selected Tree item to null when deselected
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Co-authored-by: Brody Eller <wviper3@gmail.com>
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Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED …
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invalid transform of collision shape in cases where the node is not supposed to enter the scene tree)
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Update ColorPicker controls when entering tree
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Implement pause-aware picking
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This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
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Sync controller mappings DB with SDL2 community repo
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Synced with gabomdq/SDL_GameControllerDB@f72b68b8b090e689ed21f600e89db9a661edb696.
Partial revert of #45790.
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Use /Zi and /FS for including debugger symbols on Windows with MSVC
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SCons: Add an option to detect C++ modules recursively
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This adds `custom_modules_recursive` which allows to detect and collect
all nested C++ modules which may reside in any directory specified by
`custom_modules` option.
The detection logic is made to be more strict because `SCSub` may be
used for organizing hierarchical builds within a module itself, so the
existence of `register_types.h` and `config.py` is checked as well
(these are all required for a C++ module to be compiled by Godot).
For performance reasons, built-in modules are not checked recursively,
and there's no benefit of doing so in the first place.
It's now possible to specify a directory path pointing to a *single*
module, as it may contain nested modules which are detected recursively.
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Add support for new SDL gamecontroller keywords.
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Docs: Object: Use new signal syntax and port to C#
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
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Initialize class/struct variables with default values in modules/
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SCons: Fix debug_symbols tests after switch to BoolVariable
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Bug introduced in #45679.
Fixes part of #45816.
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Initialize class variables with default values in scene/ [1/2]
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Cancel event dispatch on error
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Fix nan errors when using VehicleBody
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Improve the `SurfaceTool.generate_normals()` documentation
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Fix unnecessary scrolling in TextEdit
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adjust the viewport when cursor_set_line is called, but afterwards on cursor_set_column (effectively when the cursor reached its final position)
Fixes #45770
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Invert spotlight angle attenuation
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Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.
Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
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Fix issues in last GameControllerDB sync
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We don't support 'misc1' as an output string yet (seems used for PS5 controller).
Yet another broken CSV line with 'CO.,LTD'.
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Fixed an SDFGI reflections bug in Radeon
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-Code was using too many conditionals.
-Rewrote it to use less and it now works fine.
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Snap VisualScript comment to grid when resizing
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Fix volumetric fog for SpotLights
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The code for spot lights was referencing the omni light list. Most
likely a copy-paste mistake :)
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Fix SDFGI bug after previous optimization.
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Was causing arctifacts, should be good now.
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Simplify and Optimize Volumetric Fog
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