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Enforce using .NET SDK >= 8
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Set animation step from importers. Increase default step from 10 to 30FPS
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Change 2D navigation mesh baking to use floating point coordinates
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Replaces internal uses of Clipper2 integer structs to their floating point equivalents.
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fbx: Avoid name conflict with humanoid "Root" bone
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The importer forces name uniqueness, even for the root. "RootNode" is less likely to conflict.
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[MP] Gracefully handle cache confirmation of deleted nodes
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It's possible that after sending a cached node reference (e.g. RPC or
static MultiplayerSynchronizer) the reference node is removed from tree
before the remote peer(s) can confirm the referenced path.
To better detect that case, and avoid spamming errors when it happens,
this commit modifies the multiplayer API caching protocol, to send the
received ID instead of the Node path when sending the confirmation
packet.
**This is a breaking change** because it makes the runtime multiplayer
protocol incompatible with previous versions of Godot.
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Completion Tests: Add script to owner
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GDScript: Improve DocGen for non-constant expressions
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rune-scape/rune-gdscript-dependant-parser-ref-errors
GDScript: Fix out of date errors in depended scripts
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raulsntos/fix-gdscript-analyzer-with-overloaded-dotnet-methods
C#: Don't return MethodInfo for overloaded methods
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This means the GDScript analyzer loses the method signature information so it can't do type checking for the parameters.
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Avoid writing out of range data over valid data in CVTT decompress methods when decompressing small mip levels
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when decompressing small mip levels
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Fix leakage of JNI object references
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Fixes https://github.com/godotengine/godot/issues/87548
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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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C#: Make internal properties and property accessors public (but hidden)
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Instead of making the accessors `internal` which can break binary compat, make them `public` but hide them with EB never so they don't show up in IntelliSense.
Also, do the same for properties with the `PROPERTY_USAGE_INTERNAL` flag. These properties were not meant to be exposed to scripting, but since they've been public before all we can do now is hide them.
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Add navigation mesh source geometry parsers and callbacks
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Adds navigation source geometry parser callbacks so that externals can hook their own geometry into the navigation mesh baking process.
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Change order of operation for C# types reloading
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We now deserialize callables before reloading property states, in case a property is doing anything with the callable in its getter and/or setter.
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[GDScript] Clean up some unused code
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LightmapGI: Fix seam blending with directional lightmaps
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vnen/gdscript-no-unused-constant-warning-with-underscore
GDScript: Suppress unused constant warning with underscore
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The warning message mentions that local constants prefixed with `_` does
not generate the warning. This commit actually implements this warning
suppression.
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Fix FBX and glTF when root nodes are skeleton bones
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Set p_scene_parent to the skeleton to guarantee BoneAttachment3D nodes are added as a child of the active skeleton.
Use get_owner() to go all the way up when calculating the root node in generate_scene
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Mark `OpenXRCompositionLayer` and its children as experimental
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Revert `OpenXRHand` to its pre-`SkeletonModifier3D` state
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The default will always be set to `0`, so if it's not a valid value in
the enum, the warning is shown.
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C#: Fix ExprMatch for case sensitive matching
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We were accidentally stopping the recursion when matching in the case sensitive scenario.
Took the opportunity to also rename the private method to follow the Core method naming more closely so it's easier to compare the implementations in the future.
Also, the private method now uses `ReadOnlySpan<char>` to avoid allocating strings on each recursion.
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GDScript: Fix continuation lines in `GDScriptTokenizerBuffer`
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Fix FBX texture path resolving
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