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Avoid punning `[param enabled]` in documentation
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GDScript: Fix bug with identifier shadowed below in current scope
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Add ability to call code on rendering thread
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As more users use compute in Godot 4, the way they do is most likely incompatible when running
on separate threads and will start erroring soon as we improve the thread safety of the render thread.
To properly run code on the render thread, this function was added. Use like this:
```GDScript
func initialize_compute_code():
....
func update_compute_code(custom_data):
...
func _ready():
RenderingServer.call_on_render_thread( initialize_compute_code )
func _process():
RenderingServer.call_on_render_thread( update_compute_code.bind(with_data) )
```
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Fill in descriptions for import options in the class reference
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Add separate editor plugin for TileMap and TileSet
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Add note about mouse movement input events in `MouseFilter` constants
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Expose RenderSceneBuffers(RD) through ClassDB
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Add GDExtension support for OpenXR extension wrappers
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This commit adds the classes OpenXRExtensionWrapperExtension and OpenXRAPIExtension
that can be used in GDExtensions to define OpenXR extension wrappers.
It modifies extension wrapper registration so that they can be registered
before OpenXRAPI instantiation (e.g. in core level initialization of GDExtensions).
Developed by Migeran (https://migeran.com)
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Add `clipboard_has/get_image` methods to DisplayServer
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Co-Authored-By: RedworkDE <10944644+RedworkDE@users.noreply.github.com>
Co-Authored-By: bruvzg <7645683+bruvzg@users.noreply.github.com>
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Expose `save_all_scenes` method to EditorInterface
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Update documentation
(squash) fix docs
(squash) Improve docs
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Add detail to NavigationAgent signal descriptions
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Adds detail to NavigationAgent signal descriptions.
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Add custom texture create function
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Make `SubViewportContainer` event propagation aware of focused Control
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Propagate `InputEvents` without position either
- during the Input-stage, when it has focus or
- during the Unhandled-Input-stage, otherwise
This makes sure that Gui-Input happens in the correct order.
Move "Unhandled key Input" handling before "Unhandled Input" handling,
so that Unicode input with Alt / Ctrl modifiers are sent to the nodes
in the correct order.
Change the default focus mode of `SubViewportContainer` from
`FOCUS_NONE` to `FOCUS_CLICK`, to automatically remove focus from
other `Control`-nodes, when clicking inside a `SubViewport`.
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Add NavigationServer API to enable regions and links
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Adds NavigationServer API to enable regions and links.
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Reimplement scene change
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Support threads in the script debugger
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* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.
This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
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Add more useful Visual Shader nodes
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* RotationByAxis Visual Shader Node added
* WorldPositionFromDepth Visual Shader Node added
* ScreenNormalWorldSpace Visual Shader Node added
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Skip keyframe creation dialog when holding Shift in the animation editor
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The editor setting to always bypass the confirmation dialog was removed,
since the new shortcut effectively supersedes it in a more granular way.
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Improve and clarify paused Tweens
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Update outdated C# code sample in `AStarGrid2D` documentation
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Disable NavigationMesh `edge_max_length` property by default
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Disables NavigationMesh edge_max_length property by default.
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kulkalkul/fix_docs_set_multiplayer_authority_propagate
Clarify `set_multiplayer_authority` documentation regarding propagation
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Add detail to emitting docs for particles
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Highlight when emitting will and won't restart emission
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Add ProjectSettings navigation map default up
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Adds ProjectSettings navigation map default up.
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[Web] Always return -1 as body length in HTTPClientWeb
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