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fixes #10946, auto-reload with external editor #51724

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Commits on Jul 31, 2021

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  3. Merge pull request godotengine#51113 from pycbouh/editor-fix-audio-bu…

    …s-colors-3.x
    
    [3.x] Fix theming in the audio bus editor
    akien-mga authored Jul 31, 2021
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  4. Merge pull request godotengine#51106 from timothyqiu/i18n-action-name…

    …s-3x
    
    [3.x] Make action names translatable
    akien-mga authored Jul 31, 2021
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  5. Merge pull request godotengine#51111 from pycbouh/editor-put-the-colo…

    …n-back-in-3.x
    
    [3.x] Put multiple colons back into translated strings
    akien-mga authored Jul 31, 2021
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  6. Link to the Random number generation tutorial in RandomNumberGenerator

    This was done in `master` already, but not in `3.x`.
    Calinou committed Jul 31, 2021
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Commits on Aug 1, 2021

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  2. Windows: Fix build with SCons 4.2.0

    (cherry picked from commit c191cfb)
    akien-mga committed Aug 1, 2021
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  3. Profiling - fix frame_time measurement

    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.
    lawnjelly committed Aug 1, 2021
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  4. Merge pull request godotengine#51037 from winterpixelgames/ws-fix

    3.x WebsocketPeer outbound buffer fixes and buffer size query
    akien-mga authored Aug 1, 2021
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  6. Merge pull request godotengine#51138 from lawnjelly/fix_profiler_delta

    [3.4] Profiling - fix frame_time measurement
    akien-mga authored Aug 1, 2021
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  7. Merge pull request godotengine#51131 from timothyqiu/i18n-android-exp…

    …ort-3x
    
    [3.x] Make progress and errors translatable when exporting to Android
    akien-mga authored Aug 1, 2021
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  8. Portals - Improve UI and add shortcuts

    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.
    lawnjelly committed Aug 1, 2021
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  9. Portals - Remove node naming restrictions

    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.
    lawnjelly committed Aug 1, 2021
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Commits on Aug 2, 2021

  1. Portals - change import naming convention to postfix

    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`.
    lawnjelly committed Aug 2, 2021
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  2. Merge pull request godotengine#50432 from goostengine/ctrl-enter-comm…

    …it-3.x
    
    [3.x] VCS: Allow to stage and commit all files with Ctrl + Enter
    akien-mga authored Aug 2, 2021
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  5. Merge pull request godotengine#51171 from timothyqiu/spin-slider-osx-3x

    [3.x] Use Command+Drag in EditSpinSlider on macOS
    akien-mga authored Aug 2, 2021
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  7. Add Script::inherits_script()

    Partial cherry-pick of 5d4dc2d.
    
    Co-authored-by: Juan Linietsky <reduzio@gmail.com>
    RandomShaper and reduz committed Aug 2, 2021
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  8. Implement CSharpScript::inherits_script()

    (cherry picked from commit 840255a)
    neikeq authored and RandomShaper committed Aug 2, 2021
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  9. Portals - Fix UI default

    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.
    lawnjelly committed Aug 2, 2021
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  11. C#+iOS: Cache AOT compilater output

    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.
    neikeq committed Aug 2, 2021
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  12. Merge pull request godotengine#51191 from neikeq/mono-ios-aot-cache

    C#+iOS: Cache AOT compilater output
    akien-mga authored Aug 2, 2021
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  13. Implement inherits_script() for NativeScript and PluginScript

    (cherry picked from commit 2dcd064)
    RandomShaper committed Aug 2, 2021
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  16. Merge pull request godotengine#51120 from Calinou/doc-randomnumbergen…

    …erator-tutorials-3.x
    
    Link to the Random number generation tutorial in RandomNumberGenerator
    akien-mga authored Aug 2, 2021
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  17. Merge pull request godotengine#51040 from nekomatata/layer-grid-32-3.x

    [3.x] Refactor layer property editor grid
    akien-mga authored Aug 2, 2021
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Commits on Aug 3, 2021

  1. Fix NetworkedMultiplayerENet client memory leak

    The host is not destroyed in some error conditions.
    timothyqiu committed Aug 3, 2021
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  2. Merge pull request godotengine#51193 from timothyqiu/atp-remove

    memdelete the node in AnimationTreePlayer.remove_node
    akien-mga authored Aug 3, 2021
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  3. Merge pull request godotengine#51200 from timothyqiu/enet-memleak

    [3.x] Fix `NetworkedMultiplayerENet` client memory leak
    akien-mga authored Aug 3, 2021
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  4. Astar::get_available_point_id Start from 0

    (cherry picked from commit 17324db)
    kleonc authored and akien-mga committed Aug 3, 2021
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  5. Improve the 2D editor ruler display

    - Use the ° symbol instead of "deg" to reduce clutter.
    - Round the displayed lengths to only one decimal instead of two
      to further reduce clutter.
    - Don't make the `px` suffix localizable, as it isn't localizable
      anywhere else in the editor.
    
    (cherry picked from commit 026aea6)
    Calinou authored and akien-mga committed Aug 3, 2021
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  6. Fixed Camera2D's reset_smoothing() does not work as described

    (cherry picked from commit 22eaec6)
    VitikaSoni authored and akien-mga committed Aug 3, 2021
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  7. Hide open doc button when not inspecting anything

    (cherry picked from commit 80e4c86)
    timothyqiu authored and akien-mga committed Aug 3, 2021
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  8. Use allowEmpty parameter in Split

    (cherry picked from commit b7a66a8)
    raulsntos authored and akien-mga committed Aug 3, 2021
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  9. Remove colon from column titles

    (cherry picked from commit f9aad98)
    timothyqiu authored and akien-mga committed Aug 3, 2021
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  10. Make some small tweaks to the MIME info

    (cherry picked from commit 0218616)
    YeldhamDev authored and akien-mga committed Aug 3, 2021
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  11. Properly tag project files as a subclass of plain text in the MIME info

    (cherry picked from commit a47e489)
    YeldhamDev authored and akien-mga committed Aug 3, 2021
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  12. Make curve interpolate crash less.

    (cherry picked from commit d67c5af)
    fire authored and akien-mga committed Aug 3, 2021
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  13. In glTF2 animations, log spam less when running.

    (cherry picked from commit 882f7d9)
    fire authored and akien-mga committed Aug 3, 2021
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  14. glTF2 fallback load PNG and JPG

    (cherry picked from commit ddff1c1)
    fire authored and akien-mga committed Aug 3, 2021
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  15. [Net] Fix Marshalls infinite recursion crash.

    Variants like dictionaries and arrays can have cyclic references, which
    caused `encode_variant` to run an infinite recursion.
    Instead of keeping a stack and looking for cyclic references which would
    make serialization slower, this commit adds a `MAX_RECURSION_DEPTH`
    constant to Variant, and have `encode_variant` keep track of the current
    recursion depth, bailing when it's too high since this likely means a
    cyclic reference has been encountered.
    
    (cherry picked from commit 3246364)
    Faless authored and akien-mga committed Aug 3, 2021
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  16. Do nothing when dragging CSGBox handle perpendicular to the camera

    (cherry picked from commit 0f1e107)
    timothyqiu authored and akien-mga committed Aug 3, 2021
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  17. Make "Find in Files" searches ignore directories with .gdignore fil…

    …es in them
    
    This pull request fixes an issue where searches using the "Find in Files" function would include folders with `.gdignore` files in them. The editor is supposed to ignore directories with these files in them altogether.
    
    (cherry picked from commit 658b152)
    SirQuartz authored and akien-mga committed Aug 3, 2021
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  18. VariantParser: Fix uninitialized ResourceParser funcs

    They could cause a segfault when parsing values with ID "Resource"
    as apparently we never set a valid `func` for it.
    
    Fixes crash part of godotengine#42115.
    
    (cherry picked from commit f3aaa71)
    akien-mga committed Aug 3, 2021
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  19. Fix thread start with no user data when target has no default argument

    (cherry picked from commit 7ca8051)
    RandomShaper authored and akien-mga committed Aug 3, 2021
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  20. Fix crash on doc dragging in script list panel

    (cherry picked from commit c86aa2a)
    Chaosus authored and akien-mga committed Aug 3, 2021
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  21. Prevent warning spam to console when dragging a CanvasItem in container

    (cherry picked from commit bb5729f)
    Chaosus authored and akien-mga committed Aug 3, 2021
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  22. Dependency editor: Edit message about move to trash

    Fixes godotengine#47106.
    
    (cherry picked from commit 41ed695)
    akien-mga committed Aug 3, 2021
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  23. Validates VisualScript.add_node input node

    (cherry picked from commit 0ca38ff)
    timothyqiu authored and akien-mga committed Aug 3, 2021
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  24. Grammar fix.

    (cherry picked from commit 6db57b9)
    kbsanders authored and akien-mga committed Aug 3, 2021
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  25. Fix forward calculation in PathFollow3D for the position at the end o…

    …f the curve
    
    (cherry picked from commit e23f6a5)
    raulsntos authored and akien-mga committed Aug 3, 2021
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  26. Name nodes added from drag & drop by name_casing

    (cherry picked from commit 07a8f0f)
    foxydevloper authored and akien-mga committed Aug 3, 2021
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  27. Print a warning when the engine is started as root/superuser

    This is a security risk (especially when hosting a game server)
    and can make audio non-functional on Linux.
    
    (cherry picked from commit 9c34db6)
    Calinou authored and akien-mga committed Aug 3, 2021
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  28. Make the "View" menu in 3D view toolbar stay open when selecting a ch…

    …eckbox
    
    This pull request fixes an issue where the "View" menu in the 3D view toolbar would close when you selected either the "View Origin" or "View Grid" checkboxes. This was inconvenient and wasted time by making you have to reopen the menu in order to get to other settings anytime you changed this.
    
    (cherry picked from commit 3ffd751)
    SirQuartz authored and akien-mga committed Aug 3, 2021
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  29. TabContainer Fix moving dropped tab at incorrect child index

    (cherry picked from commit a5a4532)
    kleonc authored and akien-mga committed Aug 3, 2021
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  30. Add script to make source tarball with .git/HEAD

    This allows to generate the `VERSION_HASH` constant with the Git commit hash
    even when building from a source tarball which is not a Git repository (and
    without dependency on Git itself).
    
    (cherry picked from commit 9a71038)
    akien-mga committed Aug 3, 2021
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  31. Allow overriding VERSION_STATUS with GODOT_VERSION_STATUS in env

    `VERSION_STATUS` is part of what constitutes the reference version for a given
    Godot build, and is part of the version check for compatible export templates.
    
    For dev snapshots (alpha, beta, RCs), we usually set the `VERSION_STATUS` to
    a specific build number (e.g. `beta2`), but this change doesn't end up
    committed to the Git repository as we don't want to keep changing `version.py`
    for testing builds.
    
    So this new environment override will be what can be used in official builds
    and by users making custom builds for specific snapshots.
    
    (cherry picked from commit 948dcb6)
    akien-mga committed Aug 3, 2021
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  32. doc: Use self-closing tags for return and argument

    For the time being we don't support writing a description for those, preferring
    having all details in the method's description.
    
    Using self-closing tags saves half the lines, and prevents contributors from
    thinking that they should write the argument or return documentation there.
    
    (cherry picked from commit 7adf4cc)
    akien-mga committed Aug 3, 2021
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  33. makerst: use link titles for external tutorials

    (cherry picked from commit b8752d9)
    merumelu authored and akien-mga committed Aug 3, 2021
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  36. i18n: Sync translations with Weblate

    Last POT sync with the `3.3` branch, we'll now switch Weblate to track
    `3.x` to prepare for the 3.4 release.
    
    (cherry picked from commit dec8404)
    akien-mga committed Aug 3, 2021
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  37. i18n: Sync template with current 3.x codebase

    Weblate will now track the state of `3.x` to prepare for the 3.4 release.
    akien-mga committed Aug 3, 2021
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  38. Merge pull request godotengine#51208 from Chaosus/vs_cleanup_warnings…

    …_3.x
    
    [3.x] Prevents some warnings from appearing in visual scripts
    akien-mga authored Aug 3, 2021
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  39. [Net] Fix IP address resolution incorrectly locking the main thread.

    This seems to be a pretty old bug, older then originally reported (at
    least under certain circumstances).
    
    The IP singleton uses a resolve queue so developers can queue hostnames
    for resolution in a separate while keeping the main thread unlocked
    (address-resolution OS functions are blocking, and could block for a long
    time in case of network disruption).
    
    In most places though, the address resolution function was called with
    the mutex locked, causing other functions (querying status, queueing
    another hostname, ecc) to block until that resolution ended.
    
    This commit ensures that all calls to OS address resolution are done
    with the mutex unlocked.
    
    (cherry picked from commit aca5540)
    Faless authored and akien-mga committed Aug 3, 2021
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  40. Improve ConfigFile example

    (cherry picked from commit 1721f01)
    KoBeWi authored and akien-mga committed Aug 3, 2021
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  42. Merge pull request godotengine#51211 from pycbouh/editor-resource-pic…

    …ker-cache-3.x
    
    [3.x] Cache `EditorResourcePicker`'s allowed types
    akien-mga authored Aug 3, 2021
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  43. Fix various i18n failures

    timothyqiu committed Aug 3, 2021
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  45. Merge pull request godotengine#51221 from pycbouh/editor-mono-build-l…

    …og-3.x
    
    [3.x] Fix the editor theme application for the Mono build log
    akien-mga authored Aug 3, 2021
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Commits on Aug 4, 2021

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  2. Merge pull request godotengine#51229 from timothyqiu/inspector-update-3x

    [3.x] Disable save button when Inspector is not editing anything
    akien-mga authored Aug 4, 2021
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  4. Merge pull request godotengine#51240 from pycbouh/control-theme-overr…

    …ide-rename-3.x
    
    [3.x] Make theme item overrides more obvious in the Inspector
    akien-mga authored Aug 4, 2021
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  6. Merge pull request godotengine#51243 from pycbouh/editor-theme-instru…

    …ctions-3.x
    
    [3.x] Improve user communications in the theme editor
    akien-mga authored Aug 4, 2021
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  7. Fix GodotPhysics solver with kinematic body set to report contacts

    In 3D, collision is disabled between kinematic/static bodies when
    contacts are generated only to report them.
    
    In 2D, this case was already fixed but the code is cleaned to make
    it easier to follow.
    pouleyKetchoupp committed Aug 4, 2021
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  8. Merge pull request godotengine#47266 from nekomatata/solver-kinematic…

    …-bug-fix-3.4
    
    [3.4] Fix GodotPhysics solver with kinematic body set to report contacts
    akien-mga authored Aug 4, 2021
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  9. Merge pull request godotengine#48616 from Razoric480/lsp-3x-rename

    Implement LSP didSave notify and rename request [3.x]
    akien-mga authored Aug 4, 2021
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Commits on Aug 5, 2021

  1. Fix Bugs w/ Octahedral Compression Implementation

    Initial octahedral compression incorrectly wrote tangent to the buffer
    using an offset of 3 rather than 4, losing the sign of the tangent
    vector needed for things like tangent space for texturing mapping
    
    GLES3 renderer used remove_custom_define rather than set_conditional to
    change back to the default conditional state the scene shader should be
    in
    The-O-King committed Aug 5, 2021
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  2. Merge pull request godotengine#51258 from The-O-King/normal_compressi…

    …on_fix
    
    Fix Bugs w/ Octahedral Compression Implementation
    akien-mga authored Aug 5, 2021
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  3. Portals - fix recursive loop looking out from internal rooms

    In some situations looking out from an internal room it was possible to look back into the portal into the internal room.
    
    This PR fixes this by keeping a single item 'stack' record of the last external room, and preventing recursing into this room. This also makes tracing significantly more efficient out of internal rooms, as there is no need to trace the external room multiple times.
    lawnjelly committed Aug 5, 2021
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  4. Portals - rooms_set_active needs Editor check

    Calling rooms_set_active with TOOLS_ENABLED from a running project resulted in a crash because the Spatial Editor is not available. Wrapped it in an is_editor_hint.
    lawnjelly committed Aug 5, 2021
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  5. Portals - fix showing debug collision shapes

    Set the portal_mode to GLOBAL on creation.
    lawnjelly committed Aug 5, 2021
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  6. Merge pull request godotengine#51251 from LightningAA/show_view_rotat…

    …ion_dir-3.x
    
    [3.x] Minor visual improvements to the view rotation gizmo
    akien-mga authored Aug 5, 2021
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  7. Revert "Combined the DOF far and DOF near passes"

    This reverts commit 39658b4.
    BastiaanOlij committed Aug 5, 2021
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  8. Merge pull request godotengine#51274 from lawnjelly/portals_recursive…

    …_loop
    
    Portals - fix recursive loop looking out from internal rooms
    akien-mga authored Aug 5, 2021
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  9. Simplify C# print methods

    - Extracts the parameters logic to a single method
    - Simplify the handling of null parameters
    
    (cherry picked from commit ad460cd)
    raulsntos authored and akien-mga committed Aug 5, 2021
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  10. SCons: Fix info message when defining GODOT_VERSION_STATUS

    (cherry picked from commit e92ba89)
    akien-mga committed Aug 5, 2021
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  11. Merge pull request godotengine#51276 from lawnjelly/portals_set_activ…

    …e_editor_check
    
    Portals - rooms_set_active needs Editor check
    akien-mga authored Aug 5, 2021
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  13. Merge pull request godotengine#51281 from BastiaanOlij/revert_50723

    Revert "Combined the DOF far and DOF near passes"
    akien-mga authored Aug 5, 2021
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  15. Merge pull request godotengine#51287 from Calinou/x11-software-opengl

    Point at software OpenGL when OpenGL fails to initialize on X11
    akien-mga authored Aug 5, 2021
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Commits on Aug 6, 2021

  1. Portals - add gizmo handles for editing portals and rooms

    Gizmo handles are added for much more user friendly editing of portals and room bounds.
    lawnjelly committed Aug 6, 2021
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  2. Merge pull request godotengine#51246 from lawnjelly/portals_hull_editor

    Portals - add gizmo handles for editing portals and rooms
    akien-mga authored Aug 6, 2021
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  3. Add documentation to Dictionary in C#

    Adds documentation to `Godot.Collections.Dictionary` in C#.
    
    (cherry picked from commit 0669ffc)
    raulsntos authored and akien-mga committed Aug 6, 2021
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  4. Reduce C# Dictionary internal calls

    - Implements new `KeyValuePairs` and `KeyValuePairAt` internal calls
    to get the `key` and the `value` in one call.
    - Caches the `DictionaryEntry` to reuse properties without repeating
    internal calls.
    
    (cherry picked from commit 2deefd9)
    raulsntos authored and akien-mga committed Aug 6, 2021
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  5. Change the editor update spinner color when updating continuously

    Updating continuously should only be enabled for troubleshooting
    purposes, as it uses a lot of CPU/GPU power.
    
    The update spinner is now displayed in red when the Update Continuously
    editor setting is enabled.
    
    (cherry picked from commit a97c5b5)
    Calinou authored and akien-mga committed Aug 6, 2021
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  6. Improve documentation and simplifies code for File::get_csv_line()

    Also forbids using double quotes as a delimiter.
    
    (cherry picked from commit b8c08ba)
    akien-mga committed Aug 6, 2021
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  7. Fix LSP parsing get_node only from the scene root

    (cherry picked from commit 03f8fa9)
    Razoric480 authored and akien-mga committed Aug 6, 2021
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  8. Revert "Implement a new resampling algorithm in AudioStreamPlaybackRe…

    …sampled"
    
    This reverts commit b2264cb.
    
    (cherry picked from commit 57ccfab)
    ellenhp authored and akien-mga committed Aug 6, 2021
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  9. Fix Godot's cubic resampling algorithm

    (cherry picked from commit 2d450c6)
    ellenhp authored and akien-mga committed Aug 6, 2021
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  11. Fix 'script_class' null access when reloading a deleted C# script

    (cherry picked from commit 6fd2edd)
    31 authored and akien-mga committed Aug 6, 2021
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  12. OS: Fix used resource debug prints

    These methods were broken by 2241908
    5 years ago and nobody complained, so maybe they're not so useful...
    But at least this should restore them to a working state.
    
    (cherry picked from commit 8c3a6b1)
    akien-mga committed Aug 6, 2021
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  21. Merge pull request godotengine#51336 from naithar/fix/ios-plugin-init…

    …ialization
    
    [3.x] [iOS] Use platform generated api to initialize iOS plugins
    akien-mga authored Aug 6, 2021
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  22. Merge pull request godotengine#51333 from Razoric480/3x-sceneless-fix

    [3.x] Fix LSP completion crashing on scene-less scripts
    akien-mga authored Aug 6, 2021
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Commits on Aug 7, 2021

  1. Fix Transform::xform(Plane) functions, add Transform unit tests

    The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.
    
    Basic unit tests for Transform.
    
    Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
    lawnjelly committed Aug 7, 2021
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  2. Merge pull request godotengine#50637 from lawnjelly/fix_plane_xform_new

    Fix Transform::xform(Plane) functions, add Transform unit tests
    akien-mga authored Aug 7, 2021
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  3. Merge pull request godotengine#51325 from raulsntos/fix-msbuild-excep…

    …tion-3.x
    
    [3.x] Ensure MSBuildPanel buttons are instantiated
    akien-mga authored Aug 7, 2021
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  4. Merge pull request godotengine#51327 from kleonc/tile_map-ensure-tile…

    …-is-in_tile_set
    
    [3.x] TileMap Fix trying to get data for tile not existing in attached TileSet
    akien-mga authored Aug 7, 2021
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  5. Merge pull request godotengine#51329 from pycbouh/docs-inspector-plug…

    …ins-classref-3.x
    
    [3.x] Improve the inspector plugin documentation and remove a confusing statement
    akien-mga authored Aug 7, 2021
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  7. Merge pull request godotengine#51324 from LightningAA/show_view_rotat…

    …ion_dir-3.x
    
    [3.x] Minor visual improvements to the viewport rotation gizmo (again)
    akien-mga authored Aug 7, 2021
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  8. Merge pull request godotengine#51334 from pycbouh/classref-get-theme-…

    …items-3.x
    
    [3.x] Improve `Control`'s theme item methods documentation
    akien-mga authored Aug 7, 2021
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  9. Merge pull request godotengine#51358 from raulsntos/fix-51342-3.x

    [3.x] Fix Path3D initial forward calculation
    akien-mga authored Aug 7, 2021
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  10. Portals - improve PVS tracing

    The existing tracing routine for building the PVS was rather simple compared to the main portal tracing, and could not correctly cope with paths that went through multiple portals from room A to B, and as a result would sometimes miss room entries in the PVS resulting in too many culled rooms in these circumstances.
    
    This PR adds an improved function that can cope with entering a room multiple times during a trace. As a result it has to take care of portal directions (to prevent going back on itself) in a similar, but not identical way to the main portal tracing routine, and internal rooms, to prevent recursive loops.
    lawnjelly committed Aug 7, 2021
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  11. Align Vertex Buffer to 4 Bytes

    With the octahedral compression, we had attributes of a size of 2 bytes
    which potentially caused performance regressions on iOS/Mac
    
    Now add padding to the normal/tangent buffer
    
    For octahedral, normal will always be oct32 encoded
    UNLESS tangent exists and is also compressed
    then both will be oct16 encoded and packed into a vec4<GL_BYTE>
    attribute
    The-O-King committed Aug 7, 2021
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  12. Merge pull request godotengine#51370 from lawnjelly/portals_better_pvs

    Portals - improve PVS tracing
    akien-mga authored Aug 7, 2021
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Commits on Aug 8, 2021

  1. Improve input event accumulation

    - API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
    - Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
    - Touch drag events now support accumulation.
    RandomShaper committed Aug 8, 2021
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  2. Add input buffering framework

    Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.
    
    For desktop OSs it's currently not feasible given main and UI threads are the same).
    RandomShaper committed Aug 8, 2021
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  3. Add project setting for agile input event flushing

    If enabled, key/touch/joystick events will be flushed just before every idle and physics frame.
    
    Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate.
    
    This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
    RandomShaper committed Aug 8, 2021
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  4. Switch to input buffering on Android

    Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.
    
    As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.
    
    `AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `notification()` on the `MainLoop` at the most caller's convenience.
    
    Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `InputDefault` to avoid the need of sync of mouse data tracked on the UI thread.
    RandomShaper committed Aug 8, 2021
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  5. Portals - Fix secondary PVS bug

    Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.
    
    Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.
    
    Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
    lawnjelly committed Aug 8, 2021
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  6. Portals - fix autolinking to internal rooms

    Portal autolinking was previously agnostic to room priorities, which meant that portals would link to the first room they found (often outside rooms). This PR fixes this by making the autolinking priority aware, and will preferentially link to internal rooms.
    lawnjelly committed Aug 8, 2021
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  7. Portals - fix crash when logging link room names

    The checking for link room IDs was checking for less than size(), but was not correctly checking for -1,
    and therefore reading outside the array range. This PR fixes this.
    lawnjelly committed Aug 8, 2021
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  8. Portals - add support for Sprite3D

    Add support for Sprite3D and animated Sprite3D.
    lawnjelly committed Aug 8, 2021
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  9. Merge pull request godotengine#51388 from lawnjelly/portals_fix_secon…

    …dary_pvs
    
    Portals - Fix secondary PVS bug
    akien-mga authored Aug 8, 2021
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  10. Merge pull request godotengine#51392 from lawnjelly/portals_autolink_…

    …internal
    
    Portals - fix autolinking to internal rooms
    akien-mga authored Aug 8, 2021
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  11. Merge pull request godotengine#51394 from lawnjelly/portals_fix_log_c…

    …rash
    
    Portals - fix crash when logging link room names
    akien-mga authored Aug 8, 2021
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  12. Merge pull request godotengine#51396 from lawnjelly/portals_sprite3d

    Portals - add support for Sprite3D
    akien-mga authored Aug 8, 2021
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  14. Merge pull request godotengine#51218 from timothyqiu/more-i18n-3x

    [3.x] Fix various i18n failures
    akien-mga authored Aug 8, 2021
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  15. Portals - fix PVS generation and move settings

    Fixed a bug in the complex PVS generation which was causing recursive loop.
    Move some of the settings out of RoomManager into Project Settings.
    Allow PVS generation method to be selected from Project Settings, and control PVS logging.
    lawnjelly committed Aug 8, 2021
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  16. Merge pull request godotengine#51403 from lawnjelly/portals_move_sett…

    …ings
    
    Portals - fix PVS generation and move settings
    akien-mga authored Aug 8, 2021
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Commits on Aug 9, 2021

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  2. Merge pull request godotengine#51401 from Chaosus/shader_fix_specular…

    …_mode_3.x
    
    [3.x] Fix a default shader specular render mode to `SCHLICK_GGX`
    akien-mga authored Aug 9, 2021
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  4. [Net] Add "dtls_hostname" property to ENet.

    Used to specify the expected "CN" in the server certificate if different
    from the server address.
    Faless committed Aug 9, 2021
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  5. Merge pull request godotengine#51434 from Faless/enet/3.x_dtls_hostname

    [Net] Add "dtls_hostname" property to ENet.
    Faless authored Aug 9, 2021
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  6. Clamp negative colors regardless of the tonemapper to avoid artifacts

    Color artifacts could be visible when using negative lights with the
    Filmic and ACES tonemapping operators, as these did not clamp negative
    colors.
    Calinou committed Aug 9, 2021
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  7. Fix applied rotation from moving platforms in move_and_slide

    When synchronizing KinematicBody motion with moving the platform using
    direct body state, only the linear velocity was taken into account.
    
    This change exposes velocity at local point in direct body state and
    uses it in move_and_slide to get the proper velocity that includes
    rotations.
    pouleyKetchoupp committed Aug 9, 2021
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  8. Merge pull request godotengine#51447 from nekomatata/fix-moving-platf…

    …orm-rotation-3.x
    
    [3.x] Fix applied rotation from moving platforms in move_and_slide
    akien-mga authored Aug 9, 2021
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Commits on Aug 10, 2021

  1. Fix 3D moving platform logic

    Same thing that was already done in 2D, applies moving platform motion
    by using a call to move_and_collide that excludes the platform itself,
    instead of making it part of the body motion.
    
    Helps with handling walls and slopes correctly when the character walks
    on the moving platform.
    
    Also made some minor adjustments to the 2D version and documentation.
    
    Co-authored-by: fabriceci <fabricecipolla@gmail.com>
    pouleyKetchoupp and fabriceci committed Aug 10, 2021
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  4. Merge pull request godotengine#51462 from clayjohn/GLES-Sprite3D-modu…

    …late
    
    Allow unclamped colors in Sprite3D
    akien-mga authored Aug 10, 2021
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  6. Merge pull request godotengine#51416 from clayjohn/GLES-horizon-occlu…

    …sion
    
    [3.x] Add horizon specular occlusion
    akien-mga authored Aug 10, 2021
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  7. Merge pull request godotengine#51439 from Calinou/tonemap-clamp-negat…

    …ive-colors-3.x
    
    Clamp negative colors regardless of the tonemapper to avoid artifacts
    akien-mga authored Aug 10, 2021
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  8. Merge pull request godotengine#47416 from Calinou/add-contrast-adapti…

    …ve-sharpening-3.x
    
    Add support for contrast-adaptive sharpening in 3D (GLES3 only)
    akien-mga authored Aug 10, 2021
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  10. Quickhull - reduce warning spam and make hideable

    Added one more warning to the hideable warnings. These seem to be benign warnings and are hidden during use in rooms and portals. When used from other areas, only one warning is displayed per run, instead of for every occurrence.
    lawnjelly committed Aug 10, 2021
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  12. Merge pull request godotengine#51458 from nekomatata/moving-platforms…

    …-3d-3.x
    
    [3.x] Fix 3D moving platform logic
    akien-mga authored Aug 10, 2021
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Commits on Aug 11, 2021

  1. Delta smoothing - fix overflow for long frames

    Extremely long frames caused by suspending and resuming the machine could result in an overflow in the delta smoothing because it uses 32 bit math on delta values measured in nanoseconds.
    
    This PR puts a cap of a second as the maximum frame delta that will be processed by the smoothing, otherwise it returns the frame delta 64 bit value unaltered. It also converts internal math to explicitly use 64 bit integers.
    lawnjelly committed Aug 11, 2021
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  3. Merge pull request godotengine#51495 from lawnjelly/fix_delta_overflow

    Delta smoothing - fix overflow for long frames
    akien-mga authored Aug 11, 2021
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  4. Merge pull request godotengine#51499 from timothyqiu/navmesh-doc-3x

    [3.x] Improve NavigationMesh typing, parameter validation and documentation
    akien-mga authored Aug 11, 2021
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  5. Enable range coder compression by default in NetworkedMultiplayerENet

    From empirical testing, this seems to provide the best compression
    compared to other compression algorithms when used in the
    Multiplayer Bomber demo.
    
    Other algorithms may provide better compression ratios for more
    complex games, but some compression is probably better than
    no compression.
    
    Zstandard was also not very efficient in my testing, so I added
    a note in the documentation.
    Calinou committed Aug 11, 2021
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  6. Merge pull request godotengine#51525 from Calinou/hlm-default-enable-…

    …compression-3.x
    
    Enable range coder compression by default in NetworkedMultiplayerENet
    Faless authored Aug 11, 2021
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Commits on Aug 12, 2021

  1. Merge pull request godotengine#51376 from The-O-King/vertex_buffer_al…

    …ignment
    
    Align Vertex Buffer to 4 Bytes
    akien-mga authored Aug 12, 2021
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  4. Merge pull request godotengine#49314 from madmiraal/fix-48408-3.x

    [3.x] Fix multiple issues with CSGPolygon
    akien-mga authored Aug 12, 2021
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  7. Merge pull request godotengine#51553 from mortarroad/3.x-fix-particle…

    …-spread-regressions
    
    [3.x] Fix regressions caused by recent particle spread refactor
    akien-mga authored Aug 12, 2021
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  8. Merge pull request godotengine#51555 from mortarroad/3.x-fix-mipmap-l…

    …oading
    
    [3.x] Fix loading mipmaps, if the mipmap levels have different formats.
    akien-mga authored Aug 12, 2021
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  9. Fix CPU Particles spread

    Fixes godotengine#51162
    This is the same change as for the GPU Particles in godotengine#47310, including the recent fix for zero direction vectors.
    mortarroad committed Aug 12, 2021
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  10. Merge pull request godotengine#51565 from mortarroad/3.x-fix-cpu-part…

    …icles-spread
    
    [3.x] Fix CPU Particles spread
    akien-mga authored Aug 12, 2021
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  11. Merge pull request godotengine#50351 from JestemStefan/node_2D_zero_s…

    …cale_det_bug
    
    [3.x] Limit scale of `Node2D` to EPSILON (0.00001) to prevent det==0 error
    akien-mga authored Aug 12, 2021
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  12. Removed the alteration of status.hovering during Focus Enter and Focu…

    …s Exit events.
    
    This is incorrect and not fully implemented, and results in inconsistency in the UI and in the hovering variable.
    
    (cherry-picked from commit edcbe88)
    jasonwinterpixel authored and akien-mga committed Aug 12, 2021
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  13. SCons: Disable Clang -Wordered-compare-function-pointers warning

    It's raised for us on many comparators implemented to be able to store a struct
    in `Set` or `Map` (who rely on `operator<` internally). In the cases I reviewed
    we don't actually care about the ordering and we use the struct's function
    pointers as that's the only distinctive data available.
    
    (cherry picked from commit 802810c)
    akien-mga committed Aug 12, 2021
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  14. SCons: Add method to detect Emscripten and use it for warnings config

    Emscripten is LLVM-based so we want to follow the same logic. But we can't just
    put it as a match in `methods.using_clang()` as that would mess with the
    compiler version detection logic used to restrict old GCC and Clang releases.
    
    (cherry picked from commit 3442168)
    akien-mga committed Aug 12, 2021
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  15. HTML5: Fix a couple warnings

    Add a missing call to disable warnings on a forked env for freetype's
    `sfnt.c`.
    
    (cherry picked from commit c44ebb0)
    akien-mga committed Aug 12, 2021
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  16. Fix vertical scroll/zoom for precision touchpad

    Adds factor data for vertical mousewheel event, in line with horizontal mousewheel event
    
    (cherry picked from commit 63ba15a)
    georgwacker authored and akien-mga committed Aug 12, 2021
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  17. Allow using the mouse wheel to navigate scene tabs

    This works in a way similar to tabs in KDE or some patched
    Chromium builds.
    
    (cherry picked from commit d2dec8d)
    Calinou authored and akien-mga committed Aug 12, 2021
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  18. Redraw on item list custom bg/fg colour change

    (cherry picked from commit 738b0fd)
    Paulb23 authored and akien-mga committed Aug 12, 2021
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  19. Fix Unicode URL link tags to render correctly.

    Change incorrect `[/code]` closing tags to `[/url]` tags.
    
    The `url` tags for the links to the Unicode code points information use `[/code]` rather than `[/url]` to close them.
    
    This results in the links being rendered incorrectly in the IDE--the entire rest of the documentation for each method gets turned into a giant underlined link.
    
    This issue was introduced in godotengine@a2271ba.
    
    (cherry picked from commit b85688a)
    follower authored and akien-mga committed Aug 12, 2021
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  20. Fix logic to allow default null thread argument

    (cherry picked from commit a6303b7)
    RandomShaper authored and akien-mga committed Aug 12, 2021
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  21. Continue when glTF2 lights fail to parse.

    (cherry picked from commit 0c79a8f)
    fire authored and akien-mga committed Aug 12, 2021
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  22. Make property description in the animation editor actually show it

    (cherry picked from commit bea868f)
    YeldhamDev authored and akien-mga committed Aug 12, 2021
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  23. automatically detect BSDs as platform=linuxbsd

    (cherry picked from commit 78cd0ff)
    omar-polo authored and akien-mga committed Aug 12, 2021
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  24. Fix Windows platform file access

    This restores Windows platform file handling back to open files non-exlusively by default, as was the case before October 2018. (See godotengine@b902a2f)
    Back then, while fixing warnings for MSVC, the function used for opening files was changed from _wfopen() to _wfopen_s() as suggsted by the warning C4996. ("This function may be unsafe, consider using _wfopen_s instead.")
    
    This new function
    1. did parameter validation and thus avoided some possible security issues due to nil pointers or wrongly terminated strings
    2. it also changed the default file sharing for opened files from _SH_DENYNO (which was the implicit default for the previous _wfopen()) to _SH_SECURE.
    
    _SH_DENYNO means every opened file could be opened by other calls (like is the default on other operating systems).
    _SH_SECURE means if the file is opened with READ access, others can still read the same file, but if it is opened with WRITE access, others can't open it at all, not even to read.
    
    This led to rarely occuring bugs on Windows, i.e. due to random access by Antivirus processes, or Godot/Windows not closing a file handle fast enough while trying to open it again elsewhere (i.e. project.godot, instead showing the Project manager, or saving shaders/debugging the game).
    
    What this PR does it change the file access to a third method, _wfsopen(). This is still secure, doing parameter validation and thus avoids the warning, but it allows us to actually SET the file sharing parameter. And we set it to _SH_DENYNO, as it was implicitely before the change. (And as it currently is on all non-Windows platforms, where file sharing restrictions don't exist by default.)
    
    Warning C4996 should really have been pointing this out. It should've been _wfsopen() all along. Let's hope this banishes those annoying, rare errors for all eternity.
    
    Fixes godotengine#28036.
    
    (cherry picked from commit b48cbb5)
    mhilbrunner authored and akien-mga committed Aug 12, 2021
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  25. FileAccessWindows: Add missing share.h include

    Follow-up to godotengine#51430.
    
    (cherry picked from commit cb52f2c)
    akien-mga committed Aug 12, 2021
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  26. Fix incorrect position of the created VisualShader nodes on zoomed graph

    (cherry picked from commit 8249ae8)
    Chaosus authored and akien-mga committed Aug 12, 2021
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  27. Fix shader crash when using varying array in fragment->light context

    (cherry picked from commit fead159)
    Chaosus authored and akien-mga committed Aug 12, 2021
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  28. Allow using more assignment operators on matrixes in shaders

    (cherry picked from commit 0f42a29)
    Chaosus authored and akien-mga committed Aug 12, 2021
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  29. Docs: Add warnings about no SSL/(D)TLS revocation

    (cherry picked from commit 4eb427a)
    mhilbrunner authored and akien-mga committed Aug 12, 2021
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  30. Update bundled Mozilla X.509 CA root certificates

    Updated to latest upstream changes (2021-07-05 21:36:52 GMT), taken from bagder/ca-bundle@8b263a1
    
    (cherry picked from commit d900591)
    mhilbrunner authored and akien-mga committed Aug 12, 2021
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  31. Triple click in text editor now uses last mouse position for validity

    Previously, you would be able to double click a word, followed by
    single-clicking another word on the same line, which would select the
    entire line. Now, it will only select the whole line if the mouse
    position has remained the same after the double click. This mimicks the
    behavior in most third party text editors.
    
    Fixes godotengine#51312.
    
    (cherry picked from commit 408401a)
    codecat authored and akien-mga committed Aug 12, 2021
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  32. Fixes crash when AnimationPlayer reset on save

    (cherry picked from commit 96f077a)
    timothyqiu authored and akien-mga committed Aug 12, 2021
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  33. Focus the scene tree dock after hitting one of the "Create Root Node:…

    …" buttons
    
    (cherry picked from commit 285024e)
    AaronRecord authored and akien-mga committed Aug 12, 2021
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  34. doc: Add documentation for JSONRPC class

    (cherry picked from commit 3fc5646)
    IcedQuinn authored and akien-mga committed Aug 12, 2021
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  35. Resource: Remove unused _use_builtin_script() virtual method

    And another piece of dead code found while searching for "use_builtin".
    
    (cherry picked from commit 6e94391)
    akien-mga committed Aug 12, 2021
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  36. Remove unused swap template.

    (cherry picked from commit e3872a2)
    AnilBK authored and akien-mga committed Aug 12, 2021
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  37. i18n: Sync translations with Weblate

    And sync template with current 3.x codebase.
    akien-mga committed Aug 12, 2021
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  42. Merge pull request godotengine#51574 from akien-mga/3.x-cherrypicks

    Cherry-picks for the 3.x branch (future 3.4) - 15th batch
    akien-mga authored Aug 12, 2021
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  43. Merge pull request godotengine#50397 from JestemStefan/41756_issue_fix

    [3.x] Skip rendering of `Light2D` with zero size texture
    akien-mga authored Aug 12, 2021
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  44. Merge pull request godotengine#51556 from fabriceci/fix-move-and-slid…

    …e-regression-multiple-collision-3x
    
    [3.x] Fix move and slide regression by allowing multiple collision direction
    akien-mga authored Aug 12, 2021
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  46. Merge pull request godotengine#42220 from RandomShaper/agile_input_3.2

    [3.x] Improve responsiveness on underpowered Android devices
    akien-mga authored Aug 12, 2021
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  47. Merge pull request godotengine#51577 from m4gr3d/update_external_text…

    …ure_config
    
    Update external texture flag configuration.
    akien-mga authored Aug 12, 2021
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  48. Merge pull request godotengine#51589 from Geometror/improve-stylebox-…

    …aa-3.x
    
    StyleBox fake AA improvements (make anti aliasing size a float property) [3.x]
    akien-mga authored Aug 12, 2021
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Commits on Aug 13, 2021

  1. Use SafeNumeric for Android JNI step

    Aside from the cosmetic improvement of using the Godot-style type, this switches to acquire-release semantics, which may improve performance by not forcing a full barrier to be issued if the CPU architecture can use a cheaper one.
    RandomShaper committed Aug 13, 2021
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  2. Resolve issue where the Godot app remains stuck when resuming.

    This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed.
    The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew.
    The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
    m4gr3d committed Aug 13, 2021
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  3. Add support for prompting the user to retain app data on uninstall.

    Supported on Android 10 and higher.
    m4gr3d committed Aug 13, 2021
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  5. Merge pull request godotengine#51605 from m4gr3d/expose_fragile_user_…

    …data_config_3_x
    
    [3.x] Add support for prompting the user to retain app data on uninstall.
    akien-mga authored Aug 13, 2021
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  6. Merge pull request godotengine#51584 from m4gr3d/investigate_godot_re…

    …sume_stalls_3_x
    
    [3.x] Resolve issue where the Godot app remains stuck when resuming.
    akien-mga authored Aug 13, 2021
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  7. Merge pull request godotengine#51402 from tinmanjuggernaut/texture_ar…

    …ray_anisotropic
    
    [3.x] Add Anisotropic Filter option for TextureArrays
    akien-mga authored Aug 13, 2021
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  8. Merge pull request godotengine#51601 from RandomShaper/android_step_a…

    …cq_rel
    
    Use SafeNumeric for Android JNI step
    akien-mga authored Aug 13, 2021
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  9. Merge pull request godotengine#51610 from Chaosus/shader_fix_varying_…

    …error_3.x
    
    [3.x] Fix shader crash when using local var with the same name as varying
    Chaosus authored Aug 13, 2021
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  10. Fix incorrect descriptions for EditorFileSystem's get_file_type()

    (cherry picked from commit 1942e0c)
    Calinou authored and akien-mga committed Aug 13, 2021
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  11. Don't save project on startup in headless or no-window mode

    (cherry picked from commit ea2489c)
    KoBeWi authored and akien-mga committed Aug 13, 2021
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  12. Update AUTHORS and DONORS list

    New contributors added to AUTHORS:
    angad-k, Bhu1-V, Blackiris, ellenhp, fabriceci, follower,
    foxydevloper, Geometror, hilfazer, hoontee, Janglee123,
    Razoric480, SirQuartz, theoway.
    
    Thanks to all contributors and donors for making Godot possible!
    
    (cherry picked from commit d8a8d32)
    akien-mga committed Aug 13, 2021
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  15. Merge pull request godotengine#51320 from pycbouh/docs-extract-theme-…

    …items-3.x
    
    [3.x] Add theme item descriptions to the online documentation
    akien-mga authored Aug 13, 2021
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Commits on Aug 14, 2021

  1. Fix i18n of 3D view name

    Make the full view name translatable as a whole instead of combining
    from sub-strings.
    timothyqiu committed Aug 14, 2021
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  2. Merge pull request godotengine#51658 from timothyqiu/view-name-3x

    [3.x] Fix i18n of 3D view name
    akien-mga authored Aug 14, 2021
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Commits on Aug 15, 2021

  1. Portals - Fix cull roaming through multiple portals

    Small bug in the logic, the roaming objects only should be set to done when they have been marked as visible, rather than the first time they are examined. This is because they can be seen in a room through multiple portals, and each needs to be tested until there is either a visible result or all the portals in are visited.
    lawnjelly committed Aug 15, 2021
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  3. Merge pull request godotengine#51689 from lawnjelly/portals_fix_roaming

    Portals - Fix cull roaming through multiple portals
    akien-mga authored Aug 15, 2021
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  4. Merge pull request godotengine#51690 from QbieShay/rotate-y-fix

    fixed rotate y flag causing the position to reset
    akien-mga authored Aug 15, 2021
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  6. Merge pull request godotengine#51693 from dalexeev/fix-name-casing-se…

    …tting
    
    [3.x] Fix "Property not found: editor/node_naming/name_casing"
    akien-mga authored Aug 15, 2021
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Commits on Aug 16, 2021

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