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Docs: Add notes about C# differences in Variant constructors
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[GodotPhysics] Fix raycasts don't reliably collide with HeightMapShape3D
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HeightMapShape3D, by fixing the value bounds_grid_width and bounds_grid_depth passed
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Core: Fix `Freed Object` booleanization
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Add a way to know when a TileMapLayer's cell is modified
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TileMapLayer's cells are updated
Made `_update_cells` a hook into the `TileMapLayer`'s internal update
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Core: Integrate Ref `instantiate` where possible
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Fix tooltip message of button that opens groups/signals dock
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Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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Open UV editor in point editing mode if no points
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Open polygon editor in point editing mode if there's no polygon yet. Disable other modes until points are added.
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Expose RenderingServer methods to get rendering driver and method name
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This is useful for troubleshooting purposes and debug menus.
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Clarify in default texture repeat and filter docs that they only impact the built in texture
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built in texture
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Make the method selector dialog available via `EditorInterface`
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SceneRPCInterface: Sort rpc names using `StringLikeVariantOrder`
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Add template images to the Cubemap class documentation
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This also adds an example sky shader for using a cubemap as a skybox.
This solution should be preferred to converting the cubemap texture
to a panorama sky, as that method implies a loss in quality compared
to the source cubemap.
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GLTF: Return the error file path when an import fails.
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Color: Expose OKHSL properties
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Move GridMapEditor to bottom panel
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Add a pin toggle to prevent involuntary bottom editor switching
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Remove link to outdated CharFX example project
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AudioStreamImport: Allow waveform resize
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Improve `NavMeshGenerator2D::generator_bake_from_source_geometry_data` performance
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performance
Avoid copies and redundant work.
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`EditorExportPlugin` docs: Workaround for customized texture behavior
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customizing texture resources.
The list of types that should not be both customized and skipped was created through trial-and-error with the following import types:
- AnimationLibrary
- BitMap
- Translation
- CompressedCubemap
- CompressedCubemapArray
- FontFile
- FontFile
- FontFile
- RDShaderFile
- Image
- AudioStreamMP3
- AudioStreamWAV
- ArrayMesh
- PackedScene
- CompressedTexture2D
- CompressedTexture2DArray
- CompressedTexture3D
- AtlasTexture
- AudioStreamOggVorbis
The reason `skip()` should not be called is because the original resource will now point to the `.ctex` (or equivalent) file of the resource that replaced it. In this scenario, the `.ctex` file that was initially referenced by the original resource will no longer be included in the project.
Co-authored-by: Tomek <kobewi4e@gmail.com>
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Make possible to favorite properties in the inspector
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Fix comparison of callables
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Mark editor pseudolocalization CLI option editor-only
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CI: Update Linux runners to Ubuntu 24.04
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Merge commit godotengine/godot@0f5f3bc
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