| Commit message (Collapse) | Author | Age | Files | Lines |
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[TextParagraph/Button] Add support for line spacing.
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Add fuzzy string matching to quick open search
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Co-authored-by: sam <samsface@gmail.com>
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Add missing checks for non-3D builds in scene debugger
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Add collision priority property to TileSet physics layers
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[Debugger] Better settings configuration for RuntimeNodeSelect and Window quit
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[Tree] Improve Tree Performance by replacing computed height with TreeItem's cached minimum size
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Fix `MissingResource` properties being stripped on save
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Remove const_cast in `List::erase`
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Disable auto translation of `FileDialog`'s file list
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Fix `AudioStreamWAV::save_to_wav` adding extra '.wav' to file if existing ext is not lower case
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Reload cached resources in runtime on file reimport
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Fix deadlocks related to ClassDB queries about global classes
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`ClassDB::can_instantiate()` and other reflection methods deadlock if the type is an script global class, when such script indirectly uses a not-yet-registered class. The reason is the `ClassDB` read lock is still held when invoking the `ResourceLoader` to load the class script, which may in turn need to lock for writing (for the class registration).
In particular, this happens with some types related to animation tree, that aren't registered at engine startup, but can happen with others, especially ones from the user. Registration statements are also added for the animation-related types that were lacking them.
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Fix issue where scrolling to item center would overflow on top
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Optimize `TileSetAtlasSource::_get_property_list`
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Co-authored-by: Haoyu Qiu <timothyqiu@users.noreply.github.com>
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modifiers in non-IME input.
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Rewrite index optimization code for maximum efficiency
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While all the previous fixes to optimizeVertexCache invocation fixed the
vertex transform efficiency, the import code still was missing two
crucial recommendations from meshoptimizer documentation:
- All meshes should be optimized for vertex cache (this reorders
vertices for maximum fetch efficiency)
- When LODs are used with a shared vertex buffer, the vertex order
should be generated by doing a vertex fetch optimization on the
concatenated index buffer from coarse to fine LODs; this maximizes
fetch efficiency for coarse LODs
The last point is especially crucial for Mali GPUs; unlike other GPUs
where vertex order affects fetch efficiency but not shading, these GPUs
have various shading quirks (depending on the GPU generation) that
really require consecutive index ranges for each LOD, which requires the
second optimization mentioned above. However all of these also help
desktop GPUs and other mobile GPUs as well.
Because this optimization is "global" in the sense that it affects all
LODs and all vertex arrays in concert, I've taken this opportunity to
isolate all optimization code in this function and pull it out of
generate_lods and create_shadow_mesh; this doesn't change the vertex
cache efficiency, but makes the code cleaner. Consequently,
optimize_indices should be called after other functions like
create_shadow_mesh / generate_lods.
This required exposing meshopt_optimizeVertexFetchRemap; as a drive-by,
meshopt_simplifySloppy was never used so it's not exposed anymore - this
will simplify future meshopt upgrades if they end up changing the
function's interface.
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Don't mark `PROPERTY_USAGE_NO_EDITOR` properties for translation
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Using `PNAME()` on these properties are redundant as they won't be displayed
in the editor and some of them will be automatically ignored by the
extraction script.
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Style: Apply `clang-tidy` fixes
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• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
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• `modernize-use-default-member-init` and `readability-redundant-member-init`
• Minor adjustments to `.clang-tidy` to improve syntax & remove redundancies
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Add support for external camera feed from external plugin on Android
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[Android] Implement native file picker support
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and `options`
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SubmergedTree/creating-light-occluder-2d-polygon-makes-warning-exclamation-mark-disappear
Clear warning in the scene tree by creating an LightOccluder2D polygon
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fixes #21225
This commit fixes an UI bug which leads to a persistent warning in scene tree. Before
this fix the only way to get rid of the warning was to reload the complete scene.
The inspector issue mentioned in #21225 that polygon updates aren't reflected seems to be
fixed in v4.3 and therefore not part of this commit.
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Always add decimal when converting float to string
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Fix debug line drawing with tiny convex hull mesh colliders
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Add "Game" editor for better runtime debugging
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