Age | Commit message (Collapse) | Author |
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
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Fix #27299
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Happy new year to the wonderful Godot community!
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Fixes #24659.
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Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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EXR loading
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This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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Also free the header and image properly after usage.
Fixes #13490.
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They are not necessary in such configuration, and require C++11
and (on Android) the STL.
Fixes #9273.
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-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
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