| Commit message (Collapse) | Author | Age | Files | Lines |
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Storing script references to pointer only in result.script_type could
lead to losing the last reference, causing further conversions from
Script* to Ref<Script> to fail.
Now result.script_type_ref is always set first, and then cleared in the
specific case of the script being the owner, to avoid cyclic reference
issues.
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[Complex Text Layouts] Adds missing Font::SPACING_* to the controls, align glyphs to pixel grid.
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TextEdit, TextLine and TextParagraph.
Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
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Load dynamic fonts to memory on all platforms, to avoid locked files.
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Don't box params on Native->C# calls with Variant params
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Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.
Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
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Rename CubeMesh to BoxMesh
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C#: Fix multiple awaits to same signal result in connect error
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Multiple calls to the same `await ToSignal` were resulting in
"signal already connected to slot" error because the custom
callable comparer was wrong. Comparing only the signal awaiter
handle is the correct way (it's unique for the target).
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Fix unhandled exception re-thrown in the editor
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C#: Fix very slow build log update in the editor
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)
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Rename TYPE_REAL to TYPE_FLOAT
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To be consistent with the naming everywhere else.
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"open-simplex-noise-in-c" now updated to master and "opensimplex" module refactored accordingly
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Add bracket or space to some keyword completions
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Fix subtracting colors and quats
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Several edits to the GDScript docs
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Put misc. 3D tool visible instances on their own layer
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This makes that visible stuff invisible to ReflectionProbes, whose preview in the editor shouldn't involve them.
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Fix ccd enabled by default on Bullet bodies
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It was due to main_shape_changed being called two times for each
added body. The first time it disables ccd, which sets the internal ccd
threshold to be 10000. The second time, it enables ccd again because
the internal threshold is > 0.
Bodies are now consistently set with a ccd threshold of 0 when ccd is
disabled.
This was causing crashing asserts in Bullet when adding bodies in some
scenarios, in btVector3::normalize():
btAssert(!fuzzyZero());
These crashes will still happen with ccd enabled.
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Mono: Fix Android build after #36311
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feat: HMAC support in Crypto APIs
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xatlas should be using the options configured here
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It was using the defaults by mistake
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
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GDScript(2.0) Documentation generation system
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- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
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GDScript default argument override bug fix
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Fix: #41766
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Fixes #44017 by changing the `normalize()` function to check for non-negative rather than non-zero via an epsilon check.
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