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Move `global_menu_*` methods to a separate `NativeMenu` class.
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SCons: Set `silence_msvc` to false by default
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Windows: Implement `dialog_show` and `dialog_input_text` for `DisplayServer`
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`DisplayServer::dialog_input_text`
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[Windows] Make D3D12 loading dynamic to support pre-Windows 10 versions.
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SCons: Silence redundant MSVC output
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Improve `cursor_set_custom_image()` method
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and different versions of editor taskbar icon stacking.
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C#: Let platforms signal if they support the mono module or not
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Instead of hardcoding platform names that support C#, let platforms
set a flag indicating if they support it. All public platforms
except web already support it, and it's a pain to maintain a patch
for this list just to add additional names of proprietary console
platforms.
This makes adding new platforms or variants or existing platforms
much easier, as the platform can signal what it supports/doesn't
support directly, and we can avoid harcoding platform names.
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[Windows] Fix reading non-BGRA8 DIBs from clipboard.
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Export: Unify settings for PC texture formats, removed obsoleted ETC feature
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S3TC and BPTC should always be used together, and likewise for ETC2 and ASTC.
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Co-authored-by: BlueCube3310 <53150244+BlueCube3310@users.noreply.github.com>
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[D3D12] Automatically copy runtime DLLs during export.
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Add const lvalue ref to `core/*` container parameters
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SCons: Change `Environment` type hints to `SConsEnvironment`
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Ensure the active window gains the keyboard focus
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change callback.
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[Windows] Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist.
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Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist.
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Implement support for application status indicators (tray icons).
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[MinGW] Force separate debug symbols if executable size is larger than 1.9 GB.
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RenderingDeviceDriver.
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DisplayServerWindows::clipboard_get_image
Fix the fetching of images from windows clipboard, if they're in CF_DIB format (e. g. by taking screenshots).
Image::create_from_data was used with an instance of Image, but it's a static function, returning a new instance.
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Add screen-related attributes to mouse input events
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[Linux] Add support for PCK embedding section with non GNU-ld linkers.
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Avoid several null-dereferences of ApiContextRD
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New VS proj generation logic that supports any platform that wants to opt in
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Custom Visual Studio project generation logic that supports any platform that has a msvs.py
script, so Visual Studio can be used to run scons for any platform, with the right defines per target.
Invoked with `scons vsproj=yes`
To generate build configuration files for all platforms+targets+arch combinations, users should call
```
scons vsproj=yes platform=XXX target=YYY [other build flags]
```
for each combination of platform+target[+arch]. This will generate the relevant vs project files but
skip the build process, so that project files can be quickly generated without waiting for a command line
build. This lets project files be quickly generated even if there are build errors.
All possible combinations of platform+target are created in the solution file by default, but they
won't do anything until each one is set up with a scons vsproj=yes command for the respective platform
in the appropriate command line. This lets users only generate the combinations they need, and VS
won't have to parse settings for other combos.
Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
on the active build target currently being processed by scons.
Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
but will have the files and configuration for the windows editor target.
To generate AND build from the command line, run
```
scons vsproj=yes vsproj_gen_only=no
```
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Fix `godot.natvis` after CowData 64-bit promotion
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