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Use indeterminate progressbars for editor downloads (export templates & assets)
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Fully initialize all members of structs `IdentifierActions`, `GeneratedCode` and `DefaultIdentifierActions`
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and `DefaultIdentifierActions`
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GDScript: Reintroduce binary tokenization on export
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Besides the regular option to export GDScript as binary tokens, this
also includes a compression option on top of it. The binary format
needs to encode some information which generally makes it bigger than
the source text. This option reduces that difference by using Zstandard
compression on the buffer.
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This adds back a function available in 3.x: exporting the GDScript
files in a binary form by converting the tokens recognized by the
tokenizer into a data format.
It is enabled by default on export but can be manually disabled. The
format helps with loading times since, the tokens are easily
reconstructed, and with hiding the source code, since recovering it
would require a specialized tool. Code comments are not stored in this
format.
The `--test` command can also include a `--use-binary-tokens` flag
which will run the GDScript tests with the binary format instead of the
regular source code by converting them in-memory before the test runs.
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Generate script resource preview without parsing
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Change AudioStreamPlayer autoplay and GLTFBufferView getters to be const
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Instruct users to add code/errors as text in issues
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Fix duplicating sub-scene may get two copies of internal node
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Previously, internal node might be mistaken for `hidden_root` and be duplicated again.
Exclude those internal nodes to avoid this case, unless the owner is set intentionally.
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Add PropertyListHelper
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Hide private enums from documentation
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doc: Clarify when to construct a StringName ahead of time
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Fix docs don't give justification for manual construction.
Clarify how to apply manual StringName construction as an
optimization and that "string intern" means "work at parse time".
There are several godot-demo-projects (including 3d/platformer) that
incorrectly use StringName literals (they use & literals instead of just
passing strings), so clearly this is confusing.
AThousandShips did a disassembly test to prove it automatically converts
constant strings to StringName for annotated functions:
func do_test(_var: StringName, _var2: String):
pass
func test():
do_test("abc", "def")
Yields:
Disassembling do_test(_var, _var2)
0: line 2: pass
2: == END ==
Disassembling test()
0: line 5: do_test("abc", "def")
2: call self.do_test(const(&"abc"), const("def"))
10: assign stack(3) = false
12: == END ==
It also happens with built-in functions such as those of Input.
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Allow configuration warnings to refer to a property
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This is used by the inspector so it can show a warning icon on
a specific property.
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Improve error message when a GDScript instance fails to be constructed
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Co-authored-by: Slashscreen <SlashScreen@users.noreply.github.com>
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Fix missing instance type in dummy renderer
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ThorVG: update from v0.12.4 to v0.12.5
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https://github.com/thorvg/thorvg/releases/tag/v0.12.5
+ Full Changelog:
https://github.com/thorvg/thorvg/compare/v0.12.4...v0.12.5
Godot-related SVG bug fixes:
+ sw_engine: Improve image up-scaler quality.
thorvg/thorvg#1960
+ renderer: Ensure canvas rendering continues
despite invalid scene parts.
thorvg/thorvg#1957
+ Portability: Fix compiler shadowing warning (patch)
thorvg/thorvg#1975
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Simplify script paths to ensure proper resource path checks
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Document worker thread pool project settings and `TreeItem.uncollapse_tree()`
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TreeItem.uncollapse_tree()
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[TextServer] Fix bitmap font kerning override.
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paulloz/dotnet/fix-out-of-sync-notice-with-external-editors
Fix C# "out of sync" notice with external editors
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Change what triggers our re-evaluation of the last valid build datetime stored internally.
Move that datetime in `BuildManager`.
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Calinou/gdscript-nodepath-autocomplete-fix-identifiers
Fix NodePath autocompletion to ensure paths are quoted when required
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Every component of the path is now checked to be a valid identifier,
so that node names that start with a digit always require the full
path to be quoted.
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[Web] Refactor Editor web server.
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Document initial position project settings not affecting run from editor
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Enable Add Type Hints editor setting by default
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Now that GDScript type hints improve performance since Godot 4.0
and the community is increasingly getting used to typed GDScript,
it makes sense to add type hints by default.
Official demos will also be moving to type hints at some point
in the future, further increasing the relevance of enabling type
hints out of the box.
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vulkan: Update all components to Vulkan SDK 1.3.275.0
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