| Commit message (Collapse) | Author | Age | Files | Lines |
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Document the upsides and downsides of packed arrays versus typed arrays
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Remove border roundness inside panels of `AcceptDialog` windows
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Fix duplicated folder reference in Godot Editor after changing filename case
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Prevent dropping Resource to the same resource picker
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Fix `Resource::get_rid override` not working in GDExtension
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Add toggle for enabling or disabling RenderingDevice's pipeline cache.
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SCons: Ensure *all* generated files can be cleaned
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Clarify `UndoRedo` `MergeMode` and `add_*_reference` docs
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Don't use subpasses when we're using Canvas background mode in Mobile
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Fix errors when renaming/moving/deleting global scripts
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When renaming or moving global scripts, the following errors can appear:
- Attempt to open script 'xxx' resulted in error 'File not found'.
- Failed loading resource: xxx. Make sure resources have been imported by opening the project in the editor at least once.
- Parser Error: Class 'xxx' hides a global script class.
When deleting scripts, errors appear when opening the 'Create Node Dialog' as the script cache still contains the removed global scripts. The following errors can appear:
- Attempt to open script 'xxx' resulted in error 'File not found'.
- Failed loading resource: xxx. Make sure resources have been imported by opening the project in the editor at least once.
editor/create_dialog.cpp:241 - Condition "scr.is_null()" is true.
All this errors can be fixed by correctly handling the cases. They involves removing the old path and adding the new one (if not deleted) to the ScriptServer. This is somewhat similar if the file is moved or deleted outside Godot and detected by the file watcher, but more specialized for this particular usecase, since we know the old and the new path / correctly know what the user just did.
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UPNP: Use local variable for UPNPUrls to stop memory leak.
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I've change the urls variable to be a local, instead of manually allocating it all the time.
This is only used locally and was causing a memory leak because FreeUPNPUrls gave the impression it free it.
1. FreeUPNPUrls doesn't free the pointer passed in, that's up to caller.
2. The second if(!urls) produced dead code as we checked the pointer just after allocation.
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Prefer family name in fonts' names table
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Add unit test for Vector2 `plane_project`
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Allow batch drag and drop in typed array of Node and NodePath.
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Make AnimationMixer consider Discrete for RESET track
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Remove NavigationServerDummy warnings
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Removes NavigationServerDummy warnings.
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Robustify handling of activation & focus on Windows
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SceneTreeEditor: Fix crash when TreeItem is removed before callback
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Fixes #90235.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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ajreckof/Fix-crash-on-invalid-values-in-EditorPropertyArray/Dict
Fix crash on invalid values in EditorPropertyArray/Dict
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squish: Clean up patches, add LICENSE.txt
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Confirmed that there's no changes in upstream r110 worth including
compared to our r104 tagged version.
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enet: Sync with upstream commit c44b7d0
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https://github.com/lsalzman/enet/commit/c44b7d0f7ff21edb702745e4c019d0537928c373
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Remove buggy first interaction
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It gives:
> SyntaxError: f-string expression part cannot include a backslash
Follow-up to #90214.
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Fix per-node physics interpolation setting
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The per-node default should be ON.
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Fix OpenGL `_shadow_atlas_find_shadow` error when light instance is freed
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Remove unavailable property binding `reset_on_save` from Skeleton3D
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