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Fix animation compression going the wrong way
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When compressing animation key frame indices the truncation breaks the animation near the border of pages.
We use banker's rounding (FE_TONEAREST) as implemented by fast_ftoi to get the nearest integer frame.
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aryan-11825114/fix-network-profiler-not-disabling-buttons
Fix Network Profiler not disabling buttons
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Apply "snap 2D transforms to pixel" to viewport
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We shall not leave the viewport transform to be rounded by the code for
rounding canvas items. Since the viewport transform is inverse to the
camera transform, we get incorrect rounding at the halfway point that
misaligns the viewport and the canvas item which the camera is
following.
Instead, reintroduce viewport rounding, but do it in a way that matches
the rounding of canvas items. Also take into account the half-pixel
offset of the centre point when viewport dimension is not divisible by
two. For `CanvasLayer`s that follows viewport, take into account the
scale when rounding. Overall this should work better compared to the
rounding in Godot 4.2 (and earlier).
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Fix incorrect Reinhard tonemap operator
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Add Linux camera support
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Clean up two recently introduced WebGL errors
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AdriaandeJongh/clarify-canvasitem-visibility-followup
Clarify CanvasItem's visibility signal descriptions (followup)
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Refactor signal documentation to improve clarity.
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Better undo action names for localization editor
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Fix empty load errors popup
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Move Godot Physics 2D into a module; add dummy 2D physics server
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If the module is enabled (default), 2D physics works as it did before.
If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).
The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
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C#: Implement proper generic type name printing for Godot Editor
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Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Fix script editor wrongly replaces and quotes non-ASCII letters
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Visual Shader: Add vector operations to Remap node
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Document that `OptimizedTranslation.generate()` only works in editor
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Keep advanced toggle on when searching for settings
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AdriaandeJongh/clarify-canvasitem-visility-changed
Docs: Clarify `CanvasItem` visibility properties and signals
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signals
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Delsin-Yu/generator-based-CreateManagedForGodotObjectBinding
[.NET] Replace Reflection-Based implementation with Generated one in `CreateManagedForGodotObjectBinding`
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Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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[Core] Add `Engine.print_to_stdout` setting to control printing
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Also added notes to the related project settings pointing to the
`Engine` properties.
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In make_rst.py, include the parent class in 'Inherits:' even if it is not known.
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Fix Add button style in GroupsEditor
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Fix physics platform behaviour regression
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Lifetime checks for stored `RIDs` for collision objects assumed they had valid `object_ids`.
It turns out that some are not derived from `Object` and thus checking `ObjectDB` returns false for some valid `RIDs`.
To account for this we only perform lifetime checks on valid `object_ids`.
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Clarify PCK path argument in `PCKPacker.pck_start`
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Clarify docs for when toggling `button_pressed` emits `toggled`
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OpenXR: Allow extending Android surface swapchain creation from GDExtension
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