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-rw-r--r--doc/classes/DisplayServer.xml1
-rw-r--r--editor/editor_build_profile.cpp5
-rw-r--r--scene/gui/code_edit.cpp2
3 files changed, 6 insertions, 2 deletions
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 122db7e668..a258a8c010 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -991,6 +991,7 @@
- [code]name[/code] is voice name.
- [code]id[/code] is voice identifier.
- [code]language[/code] is language code in [code]lang_Variant[/code] format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And [code]Variant[/code] part is an engine dependent string describing country, region or/and dialect.
+ Note that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and MacOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech.
[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
diff --git a/editor/editor_build_profile.cpp b/editor/editor_build_profile.cpp
index 386284b230..b112818e83 100644
--- a/editor/editor_build_profile.cpp
+++ b/editor/editor_build_profile.cpp
@@ -35,6 +35,7 @@
#include "editor/editor_file_dialog.h"
#include "editor/editor_file_system.h"
#include "editor/editor_node.h"
+#include "editor/editor_paths.h"
#include "editor/editor_property_name_processor.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
@@ -473,7 +474,7 @@ void EditorBuildProfileManager::_find_files(EditorFileSystemDirectory *p_dir, co
void EditorBuildProfileManager::_detect_classes() {
HashMap<String, DetectedFile> previous_file_cache;
- Ref<FileAccess> f = FileAccess::open("res://.godot/editor/used_class_cache", FileAccess::READ);
+ Ref<FileAccess> f = FileAccess::open(EditorPaths::get_singleton()->get_project_settings_dir().path_join("used_class_cache"), FileAccess::READ);
if (f.is_valid()) {
while (!f->eof_reached()) {
String l = f->get_line();
@@ -497,7 +498,7 @@ void EditorBuildProfileManager::_detect_classes() {
HashSet<StringName> used_classes;
// Find classes and update the disk cache in the process.
- f = FileAccess::open("res://.godot/editor/used_class_cache", FileAccess::WRITE);
+ f = FileAccess::open(EditorPaths::get_singleton()->get_project_settings_dir().path_join("used_class_cache"), FileAccess::WRITE);
for (const KeyValue<String, DetectedFile> &E : updated_file_cache) {
String l = E.key + "::" + itos(E.value.timestamp) + "::" + E.value.md5 + "::";
diff --git a/scene/gui/code_edit.cpp b/scene/gui/code_edit.cpp
index e2f7ec860c..ee39327d4d 100644
--- a/scene/gui/code_edit.cpp
+++ b/scene/gui/code_edit.cpp
@@ -896,6 +896,7 @@ void CodeEdit::indent_lines() {
set_caret_column(get_caret_column(c) + selection_offset, false, c);
}
end_complex_operation();
+ queue_redraw();
}
void CodeEdit::unindent_lines() {
@@ -973,6 +974,7 @@ void CodeEdit::unindent_lines() {
set_caret_column(initial_cursor_column - removed_characters, false, c);
}
end_complex_operation();
+ queue_redraw();
}
int CodeEdit::_calculate_spaces_till_next_left_indent(int p_column) const {