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C#: Fix Vector4 in godot_variant and missing marshaling
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Vector4 and Vector4i were implemented incorrectly in godot_variant.
They were also missing their respective Variant conversion callbacks
(used for generic collections).
Took the chance to remove unnecessary native calls for creating
Variant from Vector4, as now it can be done from C# (which is faster).
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Fix build failures for Android on Windows
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The issue is caused by https://github.com/godotengine/godot/pull/64306 which makes use of a 3.7 feature while the current recommended python version is 3.5 for 3.x and 3.6 for master.
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This change will calculate the depth ndc differently for GLES3 and Vulkan as described in here:
stable:
https://docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html
godot 4 with vulkan:
https://docs.godotengine.org/en/latest/tutorials/shaders/advanced_postprocessing.html
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Fix AnimationNodeStateMachinePlayback::is_playing
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Fix #24790
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Re-add AnimationNodeStateMachine::end_node for root state machine
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Fix #63660
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Improve null and object printing to avoid confusion with arrays
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- Use different syntax for object printing to avoid confusion with arrays.
- Print null as `<null>` to avoid confusion with a string `"null"`.
- Display `<empty>` in editor resource pickers to avoid confusion
with array-based properties.
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Fix `EditorNode::disambiguate_filenames` freeze
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"enum_values" originally wasn't being forwarded to the new type inside "reduce_identifier_from_base", which caused hint strings derived from the new type to be blank, which ultimately caused an empty enum dropdown menu.
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piiertho/enhancement/rename-AnimationNodeTransition-input_count-to_enabled_inputs
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to AnimationNodeTransition::enabled_inputs
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Fix vector type for signed tangent in mobile shader
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Additional fixes to the Android `get_current_dir()` implementation.
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Add a per-light volumetric fog energy property
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Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.
Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.
The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
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Rename Curve/Curve2D/Curve3D/Gradient `interpolate()` to `sample()`
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"sampling" is a more accurate term than "interpolating" for what's
happening when using that function.
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Remove unnecessary `print_line` in RendererDummy
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VCS: Port Godot 3.5's VCS features to GDExtension
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The editor will now use the project path i.e. the place where the root of
the repo is supposed to be according to the user. This project path is
also sent into the plugin and so out-of-directory asset folders can also be
maintained this way.
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Fix MSDF fonts color modulation.
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[Web] Require threads, rtti, allow optimize=speed.
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Update export names (web[_dlink]_[release|debug].zip).
The Build with dynamic linking is broken due to high number of imports
in output wasm (likely emscripten regression issue 15487).
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[doc] Use f-strings throughout make_rst.py
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Based on discussion in #64230
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Improve style and add contextual highlight to the editor launch pad
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