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Avoid punning `[param enabled]` in documentation
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KoBeWi/we_are_reaching_levels_of_hacks_that_should_not_be_possible
Edit TileSet source on double click
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Fix out of bounds access when updating current scene
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Fix crash when using "Close All Tabs"
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GDScript: Fix bug with identifier shadowed below in current scope
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Fix transparent viewport backgrounds with custom clear color
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Calinou/resourceloader-load-error-clarify-expected-type
Mention expected resource type in ResourceLoader load error
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This helps troubleshoot issues due to incorrect import types.
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Fix NullPointerException when registering the sensors
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Add ability to call code on rendering thread
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As more users use compute in Godot 4, the way they do is most likely incompatible when running
on separate threads and will start erroring soon as we improve the thread safety of the render thread.
To properly run code on the render thread, this function was added. Use like this:
```GDScript
func initialize_compute_code():
....
func update_compute_code(custom_data):
...
func _ready():
RenderingServer.call_on_render_thread( initialize_compute_code )
func _process():
RenderingServer.call_on_render_thread( update_compute_code.bind(with_data) )
```
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Add Ctrl+/ as a shortcut to toggle comment in addition to Ctrl+K
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Make indentation indicators translatable
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dalexeev/gds-doc-comments-deprecated-and-experimental
GDScript: Add `@deprecated` and `@experimental` doc comment tags
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GDScript: Fix conflict between property and group names
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Improve GDScript identifier tokenization
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Reorganize buttons in the project manager
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C#: Support exporting for Android
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Revert "Let user know about dead instances in deferred calls"
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This reverts commit 3a6527d6d3c15bc052b9f27ccb1b4ad7c10c135f.
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Fix uninitialized variable ending up sent to Vulkan
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The first time a shader is compiled Godot performs the following:
```cpp
for (uint32_t i = 0; i < SHADER_STAGE_MAX; i++) {
if
(spirv_data.push_constant_stages_mask.has_flag((ShaderStage)(1 << i))) {
binary_data.push_constant_vk_stages_mask |=
shader_stage_masks[i];
}
}
```
However binary_data.push_constant_vk_stages_mask is never initialized to
0 and thus contains garbage data or'ed with the good data.
This value is used by push constants (and many other things) thus it can
be a big deal.
Fortunately because the relevant flags are always guaranteed to be set
(but not guaranteed to be unset), the damage is restricted to:
1. Performance (unnecessary flushing & over-excessive barriers)
2. Overwriting push descriptors already set (this would be serious,
doesn't seem to be an issue)
3. Driver implementations going crazy when they see bits set they don't
expect (unknown if this is an issue)
This uninitialized value is later saved into the binary cache.
Valgrind is able to detect this bug on the first run, but not on the
subsequent ones because they data comes from a file.
cache_file_version has been bumped to force rebuild of all cached
shaders. Because the ones generated so far are compromised.
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Fix life cycle of ResourceImporterTexture better
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detomon/initialize-msdf-parameters-in-base-material
Initialize MSDF parameters in BaseMaterial3D with default
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Fill in descriptions for import options in the class reference
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Add separate editor plugin for TileMap and TileSet
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Properly clear scene tiles
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Fix life cycle of ResourceImporterTexture not tracked properly
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