| Commit message (Collapse) | Author | Age | Files | Lines |
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Enables threaded navigation mesh baking inside the editor.
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Ensure all Visual Studio files are generated with CRLF
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Editor: Fix enum detection for unnamed classes
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Fix caret last fit when moving to line end
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GDScript: Infer type with string format operator
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If the left value type is known to be String, assume the format operator
(`%`) will return a string, since it works with any type in the right
hand side. This is also used by type inference even if the right hand
type is unknown at compile time.
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GDScript: Don't warn on unassigned for builtin-typed variables
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If the type of a variable is a built-in Variant type, then it will
automatically be assigned a default value based on the type. This means
that the explicit initialization may be unnecessary. Thus this commit
removes the warning in such case.
This also changes the meaning of the unassigned warning to happen when
the variable is used before being assigned, not when it has zero
assignments.
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Move engine build profile editor to Tools submenu
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- Rename it to Engine Compilation Configuration Editor. This makes
it clearer that it requires compiling the engine to work ("build"
can be understood as exporting a project or building C# solutions
by some).
- Add it to the editor command palette and allow defining a keyboard
shortcut for it, for consistency with other tools.
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Inspect hovered node while dragging
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Add unit tests for `OAHashMap`
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Save PackedByteArrays as base64 encoded
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[Core] Add iteration support to `Array`
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Revert pack trimming introduced by #82084
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[RTL] Fix dropcaps and list prefixes not taking visible characters into account.
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Surface normals are not the same thing as collision normals for `move_and_slide()`
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Clear RIDs of weight buffers when freeing to avoid double free
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Calinou/geometryinstance3d-fix-custom-aabb-assignment
Fix GeometryInstance3D Custom AABB assignment in the editor not working
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This also fixes error spam when changing Custom AABB on a MeshInstance3D
that has no Mesh resource assigned yet (which is allowed in the editor).
This avoids pitfalls when assigning a custom AABB in a script when
loading meshes at runtime.
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Rindbee/correctly-replace-scene-root-when-must_reload
Correctly replace scene root when `must_reload` in `EditorData::check_and_update_scene()`
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`EditorData::check_and_update_scene()`
We need to update the scene root in multiple singletons to ensure that
certain flags are correct. This is what `EditorNode::set_edited_scene()`
does.
Usually we use `replace_by` to complete the replacement of the scene
root. Call `EditorNode::set_edited_scene()` when the `replacing_by`
signal is emitted to set the new scene root. This is suitable when
using a single node to replace, which may be problematic if the
replacing node is a tree. Because during the call to `replace_by()`,
the new node and its child nodes will enter tree during `parent->
add_child(p_node)`, and later emits the `replacing_by` signal.
When the parent scene has to be reloaded because the child scene
changes and switches to the parent scene, there is no need to use
`replace_by()` since the scene's diffs are already saved.
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Krigu/add_option_copy_absolute_path_to_file_system_dock_popup
Add option to copy absolute path in file system dock popup
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OpenXR: Apply fix for reverse Z
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Document Area3D wind properties only affecting SoftBody3D
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Doc: Add hint for required ios camera plugin in CameraServer documentation
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Expose `MeshInstance3D.get_skin_reference` and add docs
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ze2j/fix_false_positive_errors_in_gdshaderinc_files
Fix false positive errors in gdshaderinc files
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These language features are wrongly detected as errors (not supported)
when used in gdshaderinc files:
- instance uniforms
- hint_normal_roughness_texture
- hint_depth_texture
This type of error should only occur when the shader type is not spatial
and not a gdshaderinc file.
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Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
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faded out to improve performance.
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Editor: Fix text color in `EditorHelpHighlighter`
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