| Commit message (Collapse) | Author | Age | Files | Lines |
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pafuent/add_half_precision_floating_point_to_stream_peer
Add half precision floating point support to `StreamPeer` and `FileAccess`
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Closes godotengine/godot-proposals#5983
Adds put/get methods to `StreamPeer` that handles half precision
floating point values.
Adds endode/decode half precision floating point to `marshalls`.
Adds `get_half` and `store_half` to `FileAccess`
Co-Authored-By: "Alfonso J. Ramos" <theraot@gmail.com>
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This reverts commit fe21913ee82c9e3fd660b511f618fce40cf43e49.
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Support uid:// in more places
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`DirAccessPack`: Fix `file_exists` and `dir_exists` in exported projects
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Allow setting custom initialization vector for FileAccessEncrypted. Add export setting to set static seed for PCK encryption initialization vectors.
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export setting to set static seed for PCK encryption initialization vectors.
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Core: Add typed dictionary support for binary serialization
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Clean up Image
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[Net] Split Unix/Windows NetSocket implementation
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Allow passing UID to importer
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This helps, for importers spitting out new resources to the res://
filesystem to actually hash them to generate deterministic UIDs.
This PR also fixes the determinism for translations.
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Provide a reliable way to see original resources in a directory
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When exporting a project, resources are often moved, converted or
remapped (source import files are gone, text scenes are converted to binary,
etc).
This new function allows to list a directory and obtain the actual original
resource files.
Example
```GDScript
var resources = ResourceLoader.list_directory("res://images")
print(resources)
```
Result will be something like:
```
["image1.png","image2.png","image3.png"]
```
instead of
```
["image1.png.import","image2.png.import","image3.png.import"]
```
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Add ability for PCK patches to remove files
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Co-authored-by: Mikael Hermansson <mikael@hermansson.io>
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Universalize UID support in all resource types
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Ensures all resource types support UIDs in a project.
This is required to fix:
* Scripts and many other resource types can't be referenced by UID and when refactored the references are lost.
* Path export properties can't use UID for unsupported types.
* Refactoring problems when files are moved outside the editor (this PR effectively fixes it).
* Editor properly refreshing paths if they changed externally while opened (as example, git update).
This needs to be addressed in a subsequent PR, but this one effectively sets the prerequisites.
Resource types that do not support UID will get a .uid file appended to them (this includes .gd, .gdshader, .gdextension, etc. files).
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Core: Integrate Ref `instantiate` where possible
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ResourceLoader: Report error if resource type unrecognized
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Co-authored-by: Summersay415 <summersay415@gmail.com>
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Fix `MissingResource` properties being stripped on save
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Fix freeze on non-thread-safe custom importers
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- Set clang-format `Standard` rule to `c++20`
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Fix "No loader found" error after editing PO file
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PO files used to be loaded as simple `Translation` resources. We later
added a dedicated `TranslationPO` resource for it. But the loader still
thinks it can only handle `Translation` resources, so it refuses to load
the updated `TranslationPO` resource.
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