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Sometimes to fix something you have to break it first.
This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.
Don't worry: other huge commits will come after this.
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CI: Add Mono support to Linux builds on GitHub Actions
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Mono seems to be preinstalled in the build environment \o/
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CI: Add GitHub Action build for JavaScript
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Uses mymindstorm/setup-emsdk to install Emscripten and set up
caching for Emscripten's generated system libraries.
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Keep transition value when replacing key
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[macOS] Fix Maya navigation with ALT + mouse scroll
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Methods were being called with InputEventMouseMotion instead of InputEventPanGesture, and they were null.
Fixes godotengine/godot#16181 on the master branch
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Fix run project when current scene was never saved
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Github Action for Android Template
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Fix emoji branch compilation error
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Split CI builds into workflows for each OS
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Copy project icons to Gradle project directory during Android Custom Build.
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add force caret display to line edit
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Fixes RenderingServer crashes reported by #39951
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Supersedes #40026
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gitignore: Ignore binutils linker temp stXXXXXX objects
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Fixes #40607.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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fixed documentation for get_hit_length of spring arm 3D
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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issue-40396 - Added missing error strings to JSON parsing when array …
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object is never closed.
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SCons: Remove unused DEBUG_MEMORY_ENABLED define
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Its last use was removed in Godot 3.0, so it no longer makes sense to define.
Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
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Request immediate refresh of cursor in 2D editor while using shortcuts
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Fixes: #37333
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Add a PR template with a message about PRs needing to be for master
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[ci skip]
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Fix presumed copy/paste error: "Returns" -> "Sets"
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I might be going out on a limb here... :D
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Fix typos in GodotSharp code docs
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Refactor light clustering
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Move from high end to shared, so all renderers use clustering.
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VisualScript: Fix -Wduplicate-branches warning
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When VSDEBUG is a no-op (default), those branches did the same (nothing).
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Vulkan: Fix struct init for VkClearAttachment
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The changes from #38835 were not sufficient to fix #38829, as VkClearAttachment
still had uninitialized member structs in its VkClearColor member struct.
The struct rabbit hole goes deep and trying to do validation as done in #38829
doesn't appear realistic.
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Fix may be used unitialized warnings in _render_pass_create() and _draw_list_insert_clear_region().
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and _draw_list_insert_clear_region()
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C#: Fix restore not called when building game projects
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