| Commit message (Collapse) | Author | Age | Files | Lines |
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SCons: Use r-strings for wayland-scanner builder command
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Silences a Python 3.12 warning.
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Fix data race against `EditorFileSystem.scanning_changes_done`
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Improve error reporting in the asset library and in related types
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This also makes errors related to asset image loading
verbose-only, because, frankly, users can't do much about
those errors. Spamming them with error messages
about some assets on the frontend being broken
is pointless.
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Replace error checks against `size` with `is_empty`
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Add `tests/python_build` to clang-format pre-commit hook ignore list
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It had been ignored by misc/scripts/clang_format.sh since 388d35b74d8919b251faae9e24af50476f12b1a2 but not the hook.
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Fix desynced duplicate GLTFNode transform properties
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Rewrite docs for physics damping project settings
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Signed-off-by: Tiger Jove <tiger@jupiter.blue>
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Add screen-related attributes to mouse input events
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Fix read-only EditorSpinSlider display
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[Windows] Fix windows `is_path_invalid`, and apply it to directory creation.
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[macOS] Allow `open_shell` to handle filenames without `file://`.
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Fix wrongly named compat binding
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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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