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fixes #10946, auto-reload with external editor #51724
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…s-colors-3.x [3.x] Fix theming in the audio bus editor
…s-3x [3.x] Make action names translatable
…n-back-in-3.x [3.x] Put multiple colons back into translated strings
This was done in `master` already, but not in `3.x`.
(cherry picked from commit c191cfb)
When the `sync_after_draw` feature was on it was possible for the profiler's frame_time measurement to be incorrect. This fixes this problem by storing the raw measured time for use by the profiler.
3.x WebsocketPeer outbound buffer fixes and buffer size query
[3.4] Profiling - fix frame_time measurement
…ort-3x [3.x] Make progress and errors translatable when exporting to Android
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first. It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node. Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit. In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender). Once converted to the native Godot nodes there is no longer a need for the naming requirements. This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
…it-3.x [3.x] VCS: Allow to stage and commit all files with Ctrl + Enter
[3.x] Use Command+Drag in EditSpinSlider on macOS
Partial cherry-pick of 5d4dc2d. Co-authored-by: Juan Linietsky <reduzio@gmail.com>
(cherry picked from commit 840255a)
I had forgotten to add a call to update_portal_tools() at the end of the SpatialEditor constructors. This ensures that the portal UI is off by default in normal use without portals.
Implemented some basic caching to avoid unnecessary AOT compilation of unchanged assemblies that were already compiled previously. This reduces iOS export times considerably for subsequent builds since many dependencies never change, such as framework assemblies and the Godot bindings. The AOT compiler asm output and object files are now placed in `res://.mono/temp/obj/<CONFIG>/godot-aot-cache/` instead of a temporary directory.
C#+iOS: Cache AOT compilater output
(cherry picked from commit 2dcd064)
Superseded by #51729. |
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to Account for Skipped Characters.MeshLibrary.get_item_preview()
in non-editor builds again@GDScript.inverse_lerp()
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