| Commit message (Collapse) | Author | Age | Files | Lines |
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custom keystores have been set in the export dialog.
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Fix typo that prevented samples finishing
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Update documentation for places to receive InputEventShortcut
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Android: Change the way `doNotStrip` is set
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Defer creating new editor process in "Quit to Project List" just like in "Reload Current Project"
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"Reload Current Project"
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[Web] Fix closure compiler builds, enable it in CI.
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Also fixes some JSDoc annotations in GodotAudio
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The offending symbol gets stripped away by wasm-dce but it's used on the
JavaScript side and causes and undefined symbol which also causes the
closure compiler to throw an error.
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Update shader list after saving `gdshaderinc` file
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Apply `prefer_wayland` only if no display driver is set
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Before this patch any other display driver preference would be
overridden.
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Fix BlendShapeTrack insertion not working
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[Windows] Use default aggregate initialization for NVAPI settings
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Using the member initialization encouraged in NVAPI documentation for
NVDRS_SETTING results in builds enabling `dev_mode` breaking. Default
aggregate initialization results in a clean build though.
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GDScript: Fix locals clearing after exiting `while` block
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Add link to notification docs in SceneTree docs
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Pass window exclusive and transient properties for subwindow creation
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X11 does not need setting exclusive flag (it is not implemented).
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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On Windows this allows to avoid having to change the owner of the window
after it has been created, which in rare circumstances may cause the
window to bug out.
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Fix "selectable nodes at position clicked" feature in 3D editor
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Fix editor crash when shader has incorrect global array declaration
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[Core] Fix `Variant::construct` of `Object`
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Variant type was not updated correctly causing leaks in ref-counted
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Fix use after free in `GDScriptLanguage::debug_get_globals`
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Revert "GDScript: Fix common mismatched external parser errors"
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This reverts commit c75225ffb26eb69d0caca930732dce63af6c6707.
This caused a crashing regression for multiple users:
https://github.com/godotengine/godot/pull/94617#issuecomment-2247868580
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AnimationMixer: Fix `processed_hashes` type to `Animation::TypeHash` instead of `int`
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Fix total weight calculation to separate track types
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Calinou/doc-editorsettings-update-spinner-no-visible-redraw
Document update spinner never displaying with `--debug-canvas-item-redraw`
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ScrollContainer: Fix RTL on follow focus
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Change right_margin to side_margin
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RenderingDevice: Use correct layer count for Cubemaps during boundary checks
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checks
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Fix the cleanup logic for the Android render thread
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On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:
```
runOnRenderThread {
GodotLib.ondestroy()
forceQuit()
}
```
The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.
To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
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Remove linearization of canvas modulate in GLES3 backend
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