| Commit message (Collapse) | Author | Age | Files | Lines |
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cancel/confirm color selection.
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thorvg: Update to 0.12.9
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Fix unexpected auto translation of editor `Tree` content
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Retargeting option to use a template for silhouette.
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Adds `rest_pose/external_animation_library` advanced option to replace bone rest with an exported Animation before retargeting.
Together this allows a purely importer based workflow to transfer a known good pose from one FBX to another.
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[macOS] Use `expand_to_title` for the project manager.
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Remove pointless `_notification()` function in `EditorPropertyOTVariation`
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Translate "Line N" as a whole
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Fix AnimationPlaybackTrack seeking behavior overall
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Co-authored-by: jsjtxietian <jsjtxietian@outlook.com>
Co-authored-by: Miguel0312 <miguel.vpereira14@gmail.com>
Co-authored-by: BruceLiCong <citb_li@163.com>
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C#: Fix errors when creating `Variant` from null array
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Fix AnimationPlayer pin behavior
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Fix XRBodyModifier3D hip driving for avatars no Root bone
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Fix a pixel misalignment in the blue robot logo
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[Doc] Fix casing of some C# names
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[Wayland] Fix typo in input code
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Add navigation baking crash prevention mechanism
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Improve the editor native shader source visualizer
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- Use CodeEdit to enable features such as line numbers and minimap.
- Enable syntax highlighting.
- Use a fixed-width font.
- Use the script editor settings.
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kleonc/unique-node-names-check-owned-then-in-owner
Always look for unique node names in owner if not found in owned nodes
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Stop possible underrun when processing a string
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Calling String::utf8("Unicode String", -1) assumes that the string will be NULL terminated.
However, the length parameter is always used to find the end of the string. So there is the
chance the character before th start of the string is read.
Making the pointer NULL in the case where it's out of range, still allows the following
to work as expected
while (ptrtmp != ptrtmp_limit && *ptrtmp)
....
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Fix `empty_clicked` signal in Tree when using `hide_root`
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fix
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[Editor] Add `Open in Terminal` to the file system empty click
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Was missing from clicking in the empty file list
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Add property `UsingGodotNETSdk` to Godot.NET.Sdk
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The Godot.NET.Sdk (for C# use) should define the property `UsingGodotNETSdk` in its [SDK.props](https://github.com/godotengine/godot/blob/a07dd0d6a520723c4838fb4b65461a16b7a50f90/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props).
## Why
Defining this property allows shared build configuration (e.g. Directory.Build.targets or other imported msbuild files) to detect deterministically when they are operating within the scope of a project controlled by Godot.NET.Sdk. This enables shared build configuration that may span many different projects within a folder to have Godot.NET.Sdk-specific configuration that only applies to Godot projects.
## Why named UsingGodotNETSdk
This naming scheme is common practice in Microsoft Dotnet SDKs. For example, the property `UsingMicrosoftNETSdk` is defined by the default SDK, `UsingMicrosoftTraversalSdk` is defined by [Microsoft.Build.Traversal](https://github.com/microsoft/MSBuildSdks/blob/363532de5b406c9afc6e6ff0f276431c27b11347/src/Traversal/Sdk/Sdk.props#L10), `UsingMicrosoftNoTargetsSdk` by [Microsoft.Build.NoTargets](https://github.com/microsoft/MSBuildSdks/blob/363532de5b406c9afc6e6ff0f276431c27b11347/src/NoTargets/Sdk/Sdk.props#L10), and so on. The property `UsingMicrosoftNETSdk` is even used in the implementation of Godot.NET.Sdk for conditional logic of the type predicted here.
Note that these "Using*" properties are _additive_ in the sense that more than one can be defined for a given project (as SDKs can effectively be built upon other SDKs, using them as components). So, it is normal and appropriate for both `UsingMicrosoftNETSdk` and `UsingGodotNETSdk` to be simultaneously defined within the same project.
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Resource file not found error when loading Favorite icon
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Editor: Fix same-name (sub)groups interfering in Inspector
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Clear (sub)group hashmaps when changing category.
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Add option to import skeleton rest as RESET animation
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Also creates an AnimationPlayer if one does not exist.
Designed to be used in conjunction with loading rest pose in another importer.
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Fix crash on `reparent()` with Node containing internal children
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[Core] Fix `rand_weighted` not using the current state
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