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dalexeev/gds-fix-unresolved-type-for-incomplete-bin-op
GDScript: Fix unresolved datatype for incomplete binary operator
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GDScript: Fix `native_type` is empty for autoload without script
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Core: Fix `Object::has_method()` for script static methods
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OpenXR - add access to hand joint validity flags
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GDScript DocGen: Fix and improve appearance of metatypes and values
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Fix some typos in source
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Add C# compat members for 4.2 changes
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OpenXR: Fix small hand tracking issues
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Validate `code` tags for class and member references
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This commit also adds means to manually disable warnings
in `code` tags where it's a false positive with the new
`skip-lint` attribute.
Warnings are now enabled on CI to prevent future errors.
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raulsntos/dotnet/fix-transient-parent-or-something-idk
Fix C# editor dialogs
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- Use `EditorInterface` to open C# editor dialogs.
- Ensure C# editor dialogs are open after `EditorProgress` finishes.
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Add support for the OpenXR Eye gaze interaction extension
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Co-authored-by: Bastiaan Olij <mux213@gmail.com>
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dalexeev/gds-fix-unsafe-call-arg-variant-constructors
GDScript: Fix `UNSAFE_CALL_ARGUMENT` warning for `Variant` constructors
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GDScript: Improve highlighting of types
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[TextServer] Store font extra spacing variations without making a full copy of font.
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of font.
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GDScript: Load global classes when running debug tests
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So when running compiler debug tests it works with dependencies within a
project.
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Fixed an error in `Vector3.BezierDerivative` in mono module
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Update blender export flags for 3.6.
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Fixes #76338.
Blender 3.6 imports fail with:
```
TypeError: Converting py args to operator properties: : keyword "export_nla_strips" unrecognized
```
The `export_nla_strips` flag was removed and replaced with `export_animation_mode`.
In 3.6.0-3.6.21, this option does not exist at all and causes the failure above.
In 3.6.22, this option was re-added, but does nothing.
See https://projects.blender.org/blender/blender-addons/commit/96a73cb664bca687b7ea2e464c4d08f8082d5012.
We now need to check the blender version to determine what flags to use.
This adds an additional shell command before every import.
We might consider caching the version, but we'd have to invalidate the cache if the blender version or path changes.
As an aside, the "group animations" setting in Godot does the opposite of what I'd expect.
When `group_tracks=true`, each animation is exported individually.
When `group_tracks=false`, all animations are exported as a single track.
This seems backwards, but I've kept the 3.6 behavior consistent with 3.5.
From https://docs.blender.org/api/3.6/bpy.ops.export_scene.html:
> ACTIONS Actions – Export actions (actives and on NLA tracks) as separate animations.
> ACTIVE_ACTIONS Active actions merged – All the currently assigned actions become one glTF animation.
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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Fix expected argument count for `Callable` call errors
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Add `rotate_toward` and `angle_difference` methods.
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Enabling this adds 3.5k to the template size (Win/64bits).
Co-authored-by: Riteo <riteo@posteo.net>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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capnm/update_godot4.2_tip_from_0.10.7_revision_to_thorvg_0.11.0_release
ThorVG: update to v0.11.0 release.
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See https://github.com/thorvg/thorvg/releases/tag/v0.11.0
+ Infrastructure
Repository folder structure was make it more intuitive and coherent.
"thorvg/src/lib" -> "thorvg/src/common"
(providing essential common functionalities
used internally among the renderer and sub-modules)
"thorvg/src/lib" -> "thorvg/src/renderer"
(for vector drawing features)
+ SVG related
Fix stroke regression https://github.com/thorvg/thorvg/issues/1670
Support stroke dash offset function https://github.com/thorvg/thorvg/issues/1591#issuecomment-1681319321
Support Focal property in Radial Gradient https://github.com/thorvg/thorvg/issues/1558
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Make the lightmapper not dilate before denoising.
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Dilating noisy data caused issues for the denoiser. Fixes #82526.
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This is consistent with `xatlas_unwrap`, which isn't enabled in non-editor
builds and the Android editor either. There is currently no way to
use the lightmapper in a non-editor build anyway, as it doesn't expose
any methods (and even if there was, there would be no way to perform
UV2 unwrapping in the exported project).
This reduces binary size of a stripped Linux x86_64 export template
build by ~164 KB.
This also moves the PrimitiveMesh texel size project setting
so that it's defined when the module is disabled,
and adds a property hint to it.
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GDScript: Add return type covariance and parameter type contravariance
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Fix RaycastOcclusionCull World3D scenario memory leak
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