| Commit message (Collapse) | Author | Age | Files | Lines |
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Add support for `print` command in local (command line `-d`) debugger
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[OS] Add functions to determine standard I/O device type.
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Core: Fix `Callable.get_bound_arguments{,_count}()` return incorrect data
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Make TranslationServer singleton variable inline.
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This change avoids the problem known as 'Static Initialization Order Fiasco' (SIOF).
See the following PR for more explanation: https://github.com/godotengine/godot/pull/94683
Co-authored-by: Gabor Koncz <gabor.koncz@migeran.com>
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Core: Add typed dictionary support for binary serialization
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Improve locale comparison
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Since 9456454109, country specific locales are always preferred over
country-less locales even when the OS locale country doesn't match. For
example, running the Godot editor with locale es_ES will result in the
es_AR locale being chosen even though the es locale would be better.
The change happened because the score of the es_AR locale and the es
locale are the same when comparing to es_ES. Change this by parsing
locale strings into a Locale structure and decreasing the score when
script, country or variant are set in both but not matched. For the
es_ES case, this causes the es_AR score to be decreased since the
countries don't match. On the other hand, the es locale is not decreased
since it doesn't specify a country.
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Clean up Image
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[Net] Split Unix/Windows NetSocket implementation
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Fix duplicated entries in `TranslationServer::get_loaded_locales()`
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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: Fix `Freed Object` booleanization
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Core: Integrate Ref `instantiate` where possible
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Color: Expose OKHSL properties
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Fix comparison of callables
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[GDExtension] Improve macOS library loading/export.
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Add fuzzy string matching to quick open search
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Co-authored-by: sam <samsface@gmail.com>
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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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[Debugger] Better settings configuration for RuntimeNodeSelect and Window quit
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Fix `MissingResource` properties being stripped on save
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Enhance SpinLock
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