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Merge commit godotengine/godot@f128f38
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Fix `ScrollBar` grabber mouse input ignores scroll content margins.
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Android: `OS.create_instance()` should return `-1` on failure
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Automatically resolve initial and final action for draw lists.
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textures.
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Show file names in remove files confirmation dialog
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Closes #85261
Co-authored-by: jsjtxietian <jsjtxietian@outlook.com>
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Calinou/textedit-autocompletion-always-replace-if-not-shift
Make TextEdit autocompletion replace word unless Shift is held
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This makes Tab and Enter act identical by default for autocompletion.
If Shift is held, the suggestion is added in-place without the word
being replaced. This matches the behavior found in Visual Studio Code
where the following occurs:
- Pressing Tab accepts the suggestion and replaces the word.
- Pressing Enter accepts the suggestion and replaces the word.
- Pressing Shift + Tab accepts the suggestion and doesn't replace the word.
- Pressing Shift + Enter accepts the suggestion and doesn't replace the word.
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Improve documentation for tooltip-related methods
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LSP: Fix spec violations that break the VSCode outline
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Update `screen_get_scale` documentation.
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Fix uneditable `LineEdit`, `TextEdit` and `CodeEdit` virtual keyboard popup on mobile
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Add theme type variations for secondary Trees and ItemLists
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adamscott/add-editor-ensure-crossorigin-isolation-headers
[Web] Ensure editor crossorigin isolation headers
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Add a Viewport method to get automatically computed 2D stretch transform
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`Viewport.get_stretch_transform()` returns the automatically computed
2D stretch transform. Combined with `Transform2D.get_scale()`, this is
useful when using the `canvas_items` stretch mode in a project.
There are many situations where knowing this factor is useful:
- Divide Camera2D zoom to keep the size of the 2D game world identical
regardless of the 2D scale factor (so that UI elements can still be scaled).
- Make certain controls always drawn at 1:1 scale
(e.g. for the crosshair in a FPS). This is done by dividing the Control
node's scale by the scale factor.
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Add ShadowCastingSetting to MeshLibrary / GridMap items
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Adds ShadowCastingSetting to MeshLibrary / GridMap items.
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Add descriptions to RDVertexAttribute's properties
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Implement extension support for native file dialog on Android
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Fix Camera3D::project_position() when depth=zfar
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Fix crash when re-importing model with AnimationPlayer panel open and node selected
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selected
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Style: Downgrade `.clang-format` arguments to 17.x
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Use Vector4 for texture mask in BaseMaterial to avoid converting to and from Plane
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Plane
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Generate thumbnails on imported scenes.
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Add unit tests for UDPServer
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This PR aims to help "fix" #43440
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Ensure primitive meshes are created before connected to changed signal.
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Primitive meshes are special in that they aren't created until calling
one of their methods which cause it to actually create the mesh
resources. If this is not done early enough, a changed signal can be
triggered from an unexpected thread resulting in a threading warning.
This follows the pattern of mesh_instance_3d which also does this before
connecting to the change signal. Future cleanup could provide a better
means to populate the meshes.
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Add Camera3D preview in Inspector
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Fix gl_compatibility lightmap uniforms not being set
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Fixes #99592
The following variables were set too early, and later code never ran..
prev_shader, prev_variant, prev_spec_constants variables
These variables were shared in two different branch conditions but were
updated inside the first one, so the second could never be true..
The condition to update lighting also should check prev_spec_constants
since it updates that uniform.
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