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fixes #10946, auto-reload with external editor #51724
Commits on Jul 31, 2021
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Merge pull request godotengine#51113 from pycbouh/editor-fix-audio-bu…
…s-colors-3.x [3.x] Fix theming in the audio bus editor
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Merge pull request godotengine#51106 from timothyqiu/i18n-action-name…
…s-3x [3.x] Make action names translatable
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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
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Link to the Random number generation tutorial in RandomNumberGenerator
This was done in `master` already, but not in `3.x`.
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Commits on Aug 1, 2021
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Windows: Fix build with SCons 4.2.0
(cherry picked from commit c191cfb)
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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.
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Merge pull request godotengine#51037 from winterpixelgames/ws-fix
3.x WebsocketPeer outbound buffer fixes and buffer size query
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Merge pull request godotengine#51138 from lawnjelly/fix_profiler_delta
[3.4] Profiling - fix frame_time measurement
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Merge pull request godotengine#51131 from timothyqiu/i18n-android-exp…
…ort-3x [3.x] Make progress and errors translatable when exporting to Android
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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.
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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.
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Commits on Aug 2, 2021
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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`.
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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
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Merge pull request godotengine#51171 from timothyqiu/spin-slider-osx-3x
[3.x] Use Command+Drag in EditSpinSlider on macOS
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Partial cherry-pick of 5d4dc2d. Co-authored-by: Juan Linietsky <reduzio@gmail.com>
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Implement CSharpScript::inherits_script()
(cherry picked from commit 840255a)
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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.
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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.
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Merge pull request godotengine#51191 from neikeq/mono-ios-aot-cache
C#+iOS: Cache AOT compilater output
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Implement inherits_script() for NativeScript and PluginScript
(cherry picked from commit 2dcd064)
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Merge pull request godotengine#51120 from Calinou/doc-randomnumbergen…
…erator-tutorials-3.x Link to the Random number generation tutorial in RandomNumberGenerator
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Merge pull request godotengine#51040 from nekomatata/layer-grid-32-3.x
[3.x] Refactor layer property editor grid
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Commits on Aug 3, 2021
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Fix NetworkedMultiplayerENet client memory leak
The host is not destroyed in some error conditions.
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Merge pull request godotengine#51193 from timothyqiu/atp-remove
memdelete the node in AnimationTreePlayer.remove_node
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Merge pull request godotengine#51200 from timothyqiu/enet-memleak
[3.x] Fix `NetworkedMultiplayerENet` client memory leak
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Astar::get_available_point_id Start from 0
(cherry picked from commit 17324db)
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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)
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Fixed Camera2D's reset_smoothing() does not work as described
(cherry picked from commit 22eaec6)
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Hide open doc button when not inspecting anything
(cherry picked from commit 80e4c86)
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Use
allowEmpty
parameter in Split(cherry picked from commit b7a66a8)
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Remove colon from column titles
(cherry picked from commit f9aad98)
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Make some small tweaks to the MIME info
(cherry picked from commit 0218616)
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Properly tag project files as a subclass of plain text in the MIME info
(cherry picked from commit a47e489)
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Make curve interpolate crash less.
(cherry picked from commit d67c5af)
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In glTF2 animations, log spam less when running.
(cherry picked from commit 882f7d9)
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glTF2 fallback load PNG and JPG
(cherry picked from commit ddff1c1)
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[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)
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Do nothing when dragging CSGBox handle perpendicular to the camera
(cherry picked from commit 0f1e107)
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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)
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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)
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Fix thread start with no user data when target has no default argument
(cherry picked from commit 7ca8051)
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Fix crash on doc dragging in script list panel
(cherry picked from commit c86aa2a)
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Prevent warning spam to console when dragging a CanvasItem in container
(cherry picked from commit bb5729f)
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Dependency editor: Edit message about move to trash
Fixes godotengine#47106. (cherry picked from commit 41ed695)
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Validates VisualScript.add_node input node
(cherry picked from commit 0ca38ff)
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(cherry picked from commit 6db57b9)
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Fix forward calculation in PathFollow3D for the position at the end o…
…f the curve (cherry picked from commit e23f6a5)
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Name nodes added from drag & drop by
name_casing
(cherry picked from commit 07a8f0f)
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Print a warning when the engine is started as
root
/superuserThis is a security risk (especially when hosting a game server) and can make audio non-functional on Linux. (cherry picked from commit 9c34db6)
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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)
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TabContainer Fix moving dropped tab at incorrect child index
(cherry picked from commit a5a4532)
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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)
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Allow overriding
VERSION_STATUS
withGODOT_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)
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doc: Use self-closing tags for
return
andargument
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)
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makerst: use link titles for external tutorials
(cherry picked from commit b8752d9)
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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)
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i18n: Sync template with current 3.x codebase
Weblate will now track the state of `3.x` to prepare for the 3.4 release.
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Merge pull request godotengine#51208 from Chaosus/vs_cleanup_warnings…
…_3.x [3.x] Prevents some warnings from appearing in visual scripts
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[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)
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(cherry picked from commit 1721f01)
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Merge pull request godotengine#51211 from pycbouh/editor-resource-pic…
…ker-cache-3.x [3.x] Cache `EditorResourcePicker`'s allowed types
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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
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Commits on Aug 4, 2021
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Merge pull request godotengine#51229 from timothyqiu/inspector-update-3x
[3.x] Disable save button when Inspector is not editing anything
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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
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Merge pull request godotengine#51243 from pycbouh/editor-theme-instru…
…ctions-3.x [3.x] Improve user communications in the theme editor
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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.
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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
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Merge pull request godotengine#48616 from Razoric480/lsp-3x-rename
Implement LSP didSave notify and rename request [3.x]
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Commits on Aug 5, 2021
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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
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Merge pull request godotengine#51258 from The-O-King/normal_compressi…
…on_fix Fix Bugs w/ Octahedral Compression Implementation
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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.
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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.
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Portals - fix showing debug collision shapes
Set the portal_mode to GLOBAL on creation.
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Merge pull request godotengine#51251 from LightningAA/show_view_rotat…
…ion_dir-3.x [3.x] Minor visual improvements to the view rotation gizmo
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Revert "Combined the DOF far and DOF near passes"
This reverts commit 39658b4.
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Merge pull request godotengine#51274 from lawnjelly/portals_recursive…
…_loop Portals - fix recursive loop looking out from internal rooms
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- Extracts the parameters logic to a single method - Simplify the handling of null parameters (cherry picked from commit ad460cd)
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SCons: Fix info message when defining
GODOT_VERSION_STATUS
(cherry picked from commit e92ba89)
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Merge pull request godotengine#51276 from lawnjelly/portals_set_activ…
…e_editor_check Portals - rooms_set_active needs Editor check
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Merge pull request godotengine#51277 from lawnjelly/portals_debug_col…
…lision_shapes
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Merge pull request godotengine#51281 from BastiaanOlij/revert_50723
Revert "Combined the DOF far and DOF near passes"
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Merge pull request godotengine#51287 from Calinou/x11-software-opengl
Point at software OpenGL when OpenGL fails to initialize on X11
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Commits on Aug 6, 2021
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Portals - add gizmo handles for editing portals and rooms
Gizmo handles are added for much more user friendly editing of portals and room bounds.
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Merge pull request godotengine#51246 from lawnjelly/portals_hull_editor
Portals - add gizmo handles for editing portals and rooms
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Add documentation to Dictionary in C#
Adds documentation to `Godot.Collections.Dictionary` in C#. (cherry picked from commit 0669ffc)
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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)
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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)
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Improve documentation and simplifies code for
File::get_csv_line()
Also forbids using double quotes as a delimiter. (cherry picked from commit b8c08ba)
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Fix LSP parsing get_node only from the scene root
(cherry picked from commit 03f8fa9)
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Fix Godot's cubic resampling algorithm
(cherry picked from commit 2d450c6)
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Fix 'script_class' null access when reloading a deleted C# script
(cherry picked from commit 6fd2edd)
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Merge pull request godotengine#51336 from naithar/fix/ios-plugin-init…
…ialization [3.x] [iOS] Use platform generated api to initialize iOS plugins
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Merge pull request godotengine#51333 from Razoric480/3x-sceneless-fix
[3.x] Fix LSP completion crashing on scene-less scripts
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Commits on Aug 7, 2021
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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).
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Merge pull request godotengine#50637 from lawnjelly/fix_plane_xform_new
Fix Transform::xform(Plane) functions, add Transform unit tests
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Merge pull request godotengine#51325 from raulsntos/fix-msbuild-excep…
…tion-3.x [3.x] Ensure MSBuildPanel buttons are instantiated
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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
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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
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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)
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Merge pull request godotengine#51334 from pycbouh/classref-get-theme-…
…items-3.x [3.x] Improve `Control`'s theme item methods documentation
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Merge pull request godotengine#51358 from raulsntos/fix-51342-3.x
[3.x] Fix Path3D initial forward calculation
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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.
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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
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Merge pull request godotengine#51370 from lawnjelly/portals_better_pvs
Portals - improve PVS tracing
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Commits on Aug 8, 2021
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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Portals - add support for Sprite3D
Add support for Sprite3D and animated Sprite3D.
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Merge pull request godotengine#51388 from lawnjelly/portals_fix_secon…
…dary_pvs Portals - Fix secondary PVS bug
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Merge pull request godotengine#51392 from lawnjelly/portals_autolink_…
…internal Portals - fix autolinking to internal rooms
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Merge pull request godotengine#51394 from lawnjelly/portals_fix_log_c…
…rash Portals - fix crash when logging link room names
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Merge pull request godotengine#51396 from lawnjelly/portals_sprite3d
Portals - add support for Sprite3D
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Merge pull request godotengine#51218 from timothyqiu/more-i18n-3x
[3.x] Fix various i18n failures
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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.
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Merge pull request godotengine#51403 from lawnjelly/portals_move_sett…
…ings Portals - fix PVS generation and move settings
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Commits on Aug 9, 2021
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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`
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[Net] Add "dtls_hostname" property to ENet.
Used to specify the expected "CN" in the server certificate if different from the server address.
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Merge pull request godotengine#51434 from Faless/enet/3.x_dtls_hostname
[Net] Add "dtls_hostname" property to ENet.
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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.
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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.
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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
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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>
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Merge pull request godotengine#51462 from clayjohn/GLES-Sprite3D-modu…
…late Allow unclamped colors in Sprite3D
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Merge pull request godotengine#51416 from clayjohn/GLES-horizon-occlu…
…sion [3.x] Add horizon specular occlusion
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Merge pull request godotengine#51439 from Calinou/tonemap-clamp-negat…
…ive-colors-3.x Clamp negative colors regardless of the tonemapper to avoid artifacts
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Merge pull request godotengine#47416 from Calinou/add-contrast-adapti…
…ve-sharpening-3.x Add support for contrast-adaptive sharpening in 3D (GLES3 only)
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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.
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Merge pull request godotengine#51458 from nekomatata/moving-platforms…
…-3d-3.x [3.x] Fix 3D moving platform logic
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Commits on Aug 11, 2021
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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.
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Merge pull request godotengine#51495 from lawnjelly/fix_delta_overflow
Delta smoothing - fix overflow for long frames
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Merge pull request godotengine#51499 from timothyqiu/navmesh-doc-3x
[3.x] Improve NavigationMesh typing, parameter validation and documentation
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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.
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Merge pull request godotengine#51525 from Calinou/hlm-default-enable-…
…compression-3.x Enable range coder compression by default in NetworkedMultiplayerENet
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Commits on Aug 12, 2021
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Merge pull request godotengine#51376 from The-O-King/vertex_buffer_al…
…ignment Align Vertex Buffer to 4 Bytes
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Fix regressions caused by recent particle spread refactor
Caused by godotengine#47310 Fixes godotengine#51043 Fixes godotengine#51424
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Merge pull request godotengine#49314 from madmiraal/fix-48408-3.x
[3.x] Fix multiple issues with CSGPolygon
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Merge pull request godotengine#51553 from mortarroad/3.x-fix-particle…
…-spread-regressions [3.x] Fix regressions caused by recent particle spread refactor
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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.
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Fixes godotengine#51162 This is the same change as for the GPU Particles in godotengine#47310, including the recent fix for zero direction vectors.
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Merge pull request godotengine#51565 from mortarroad/3.x-fix-cpu-part…
…icles-spread [3.x] Fix CPU Particles spread
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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
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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)
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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)
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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)
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Add a missing call to disable warnings on a forked env for freetype's `sfnt.c`. (cherry picked from commit c44ebb0)
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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)
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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)
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Redraw on item list custom bg/fg colour change
(cherry picked from commit 738b0fd)
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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)
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Fix logic to allow default null thread argument
(cherry picked from commit a6303b7)
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Continue when glTF2 lights fail to parse.
(cherry picked from commit 0c79a8f)
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Make property description in the animation editor actually show it
(cherry picked from commit bea868f)
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automatically detect BSDs as platform=linuxbsd
(cherry picked from commit 78cd0ff)
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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)
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FileAccessWindows: Add missing share.h include
Follow-up to godotengine#51430. (cherry picked from commit cb52f2c)
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Fix incorrect position of the created VisualShader nodes on zoomed graph
(cherry picked from commit 8249ae8)
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Fix shader crash when using varying array in fragment->light context
(cherry picked from commit fead159)
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Allow using more assignment operators on matrixes in shaders
(cherry picked from commit 0f42a29)
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Docs: Add warnings about no SSL/(D)TLS revocation
(cherry picked from commit 4eb427a)
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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)
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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)
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Fixes crash when AnimationPlayer reset on save
(cherry picked from commit 96f077a)
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Focus the scene tree dock after hitting one of the "Create Root Node:…
…" buttons (cherry picked from commit 285024e)
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doc: Add documentation for JSONRPC class
(cherry picked from commit 3fc5646)
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Resource: Remove unused
_use_builtin_script()
virtual methodAnd another piece of dead code found while searching for "use_builtin". (cherry picked from commit 6e94391)
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(cherry picked from commit e3872a2)
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i18n: Sync translations with Weblate
And sync template with current 3.x codebase.
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Merge pull request godotengine#51574 from akien-mga/3.x-cherrypicks
Cherry-picks for the 3.x branch (future 3.4) - 15th batch
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Merge pull request godotengine#50397 from JestemStefan/41756_issue_fix
[3.x] Skip rendering of `Light2D` with zero size texture
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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
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Merge pull request godotengine#42220 from RandomShaper/agile_input_3.2
[3.x] Improve responsiveness on underpowered Android devices
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Merge pull request godotengine#51577 from m4gr3d/update_external_text…
…ure_config Update external texture flag configuration.
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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]
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Commits on Aug 13, 2021
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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.
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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.
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Add support for prompting the user to retain app data on uninstall.
Supported on Android 10 and higher.
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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.
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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.
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Merge pull request godotengine#51402 from tinmanjuggernaut/texture_ar…
…ray_anisotropic [3.x] Add Anisotropic Filter option for TextureArrays
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Merge pull request godotengine#51601 from RandomShaper/android_step_a…
…cq_rel Use SafeNumeric for Android JNI step
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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
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Fix incorrect descriptions for EditorFileSystem's
get_file_type()
(cherry picked from commit 1942e0c)
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Don't save project on startup in headless or no-window mode
(cherry picked from commit ea2489c)
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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)
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Merge pull request godotengine#51320 from pycbouh/docs-extract-theme-…
…items-3.x [3.x] Add theme item descriptions to the online documentation
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Commits on Aug 14, 2021
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Make the full view name translatable as a whole instead of combining from sub-strings.
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Merge pull request godotengine#51658 from timothyqiu/view-name-3x
[3.x] Fix i18n of 3D view name
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Commits on Aug 15, 2021
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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.
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Merge pull request godotengine#51689 from lawnjelly/portals_fix_roaming
Portals - Fix cull roaming through multiple portals
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Merge pull request godotengine#51690 from QbieShay/rotate-y-fix
fixed rotate y flag causing the position to reset
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Merge pull request godotengine#51693 from dalexeev/fix-name-casing-se…
…tting [3.x] Fix "Property not found: editor/node_naming/name_casing"
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Commits on Aug 16, 2021
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