| Commit message (Collapse) | Author | Age | Files | Lines |
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Update dependencies in D3D12 SDK installer script
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- Add colored console output.
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CI: Consolidate pysettings via `pyproject.toml`
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[macOS export] Add support for privacy manifest configuration.
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[Web] Fix splash screen background color in HTML shell
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including
- rect, circle; both filled and unfilled.
- polyline, multiline
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GDB supports custom pretty-printers implemented in Python.
When debugging Godot, checking the values of Strings and StringNames
in the debugger was very inconvenient as the data is fairly deep
in the structure. This makes the values immediately visible.
The custom pretty printer can be taken into use manually by calling
`source misc/scripts/godot_gdb_pretty_print.py` in the GDB console.
In VS code, it can be activated by default by adding the source
command to the `setupCommands` of the configuration in launch.json.
Like this:
```json
// launch.json
{
"configurations": [
{
"name": "C/C++: debug,
"type": "cppdbg",
...
"MIMode": "gdb",
"setupCommands": [
{
"description": "Enable pretty-printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": true
},
{
"description": "Load custom pretty-printers for Godot types.",
"text": "source ${workspaceRoot}/misc/scripts/godot_gdb_pretty_print.py"
}
],
"miDebuggerPath": "gdb"
}
],
"version": "2.0.0"
}
```
Extended the pretty-printer python script to support Vectors.
The printer needs to be uncomfortably aware of CowData
implementation details, but I don't think there is any
way around that.
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CI: Overhaul static checks to use `pre-commit`
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Found by apply the file_format checks again via #91597.
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Using 2.2.7.dev217+g10c2abcf.
Had to add `colour` to the ignore list as we used it as an alias/keyword for the
documentation of color-related APIs.
Also ignore recommendations to change `thirdparty` to either `third-party` or
`third party`, which are correct but we use the former fairly consistently.
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
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and a method for manual cache invalidation.
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Make it possible to draw unfilled circle, like draw_rect(). Antialising is only implemented for unfilled version.
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Splash image support and new progress bar for HTML5 Web Export
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Overhaul multicaret editing and selection in TextEdit
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Use a multicaret edit to delay merging overlapping carets until the end.
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[iOS export] Add support for privacy manifest configuration.
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Rework XR Trackers to have a common ancestor
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drive node positions and visibility.
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[Compatibility] Add stub for VisualShaderNodeComment
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Revert `OpenXRHand` to its pre-`SkeletonModifier3D` state
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Removes experimental constrain_avoidance feature from NavigationRegion2D.
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Remove `bone_pose_updated` signal and replace it with the `skeleton_updated` signal
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Visual Studio: Don't override user options. Add additional vs hint information
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Make sure we include any user-specified project settings in our
project definitions, this way users can customize their VS
environment to more closely match what they're building for, and
they better can control debugging and deployment from VS.
Add support for setting VS-only compiler defines, include paths, and
additional linker options, as a hint to VS to use when loading projects
and parsing code. VS would usually know these on non nmake projects,
but for nmake projects we have to tell it about any implicit information
that the compiler has, so it can resolve symbols in the editor.
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Expose TileMapLayer
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* AStar2D, AStar3D and AStarGrid2D now can return a partial path if the destination point isn't reachable but still in the map. This option is available for both get_point_path and get_id_path
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It was only running on the first file passed by pre-commit, instead of all.
Fixes compatibility with Windows paths to get the basename.
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