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2023-01-27Add missing classref changes after #62942Rémi Verschelde
2023-01-27Merge pull request #62499 from fire/gltf-binary-img-compressionRémi Verschelde
Handle gltf binary images
2023-01-27Merge pull request #72162 from lyuma/skeleton_renameRémi Verschelde
Make BoneAttachment3D and Skeleton3D names consistent.
2023-01-27Handle gltf binaryK. S. Ernest (iFire) Lee
[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ] Enable compressed mip maps from Basis Universal for faster compressions. Increase the quality of Basis to avoid corruption. To keep compatibility use the first mip of the previous internal Godot format. Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
2023-01-27Merge pull request #71943 from paulloz/debugger/better-errors-printingRémi Verschelde
Better error display in debugger panel
2023-01-27Merge pull request #72158 from lyuma/recursive_skeleton_mesh_fixRémi Verschelde
Avoid nested skeletons, and handle skinned meshes with children.
2023-01-27Merge pull request #71845 from vonagam/fix-read-onlyRémi Verschelde
GDScript: Fix test for read-only state of constants
2023-01-27Better error display in debugger panelPaul Joannon
- Use the right stack frame info as title of the error. - Use the actual C# exception type as error for exceptions raised from C#. - Show the right language instead of always **C++ Error**.
2023-01-26Make BoneAttachment3D and Skeleton3D names consistent.Lyuma
BoneAttachment3D nodes are now named as their bone name. Resolves cases where BoneAttachment3D nodes will have arbitrary names like BoneAttachment3D6 Reserve the name "Skeleton3D" and use this name for all generated Skeleton3D nodes. This change will break existing imported scenes with more than one skeleton and/or bone attachments.
2023-01-26Avoid nested skeletons, and handle skinned meshes with children.Lyuma
Recursively adds child nodes into each skeleton. This should prevent nested skeletons and avoid bone attachments for leaf bones. In cases where a skinned mesh has children, creates two scene nodes with the same name, which both will represent this single gltf node. Because blend shape animations must target the mesh, adds a separate mapping for ImporterMeshInstance3D node references. This change will break existing imported scenes with bone attachments and more than one skeleton. Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2023-01-27GDScript: Fix test for read-only state of constantsDmitrii Maganov
2023-01-27C#: Rename `Object` to `GodotObject`Raul Santos
2023-01-27C#: Renames to follow .NET naming conventionsRaul Santos
Renamed C# types and members to use PascalCase and follow .NET naming conventions.
2023-01-27C#: Add global namespace to grouping property infoRaul Santos
2023-01-27Merge pull request #71825 from RedworkDE/net6-roll-forwardRémi Verschelde
C#: Allow use of .NET 7
2023-01-27Merge pull request #71356 from raulsntos/dotnet/getRémi Verschelde
C#: Lookup signals and methods in Get method
2023-01-26Merge pull request #71535 from raulsntos/dotnet/pointers-are-yabaiRémi Verschelde
C#: Skip methods with pointer parameters
2023-01-26Merge pull request #71984 from raulsntos/dotnet/dictionaryRémi Verschelde
Sync C# Dictionary with Core
2023-01-26Merge pull request #71946 from raulsntos/dotnet/gdRémi Verschelde
C#: Sync GD with Core
2023-01-26Merge pull request #71583 from raulsntos/dotnet/mathRémi Verschelde
C#: Add float an double overloads to Mathf
2023-01-26Merge pull request #71787 from raulsntos/dotnet/restore-propertiesRémi Verschelde
C#: Restore `Scale` and `Rotation` properties
2023-01-26Merge pull request #71988 from raulsntos/🦭-attributesRémi Verschelde
Seal C# attributes
2023-01-26Merge pull request #72053 from raulsntos/dotnet/sync-context-disposeRémi Verschelde
C#: Implement disposable pattern and seal `GodotSynchronizationContext` class and related
2023-01-26Merge pull request #72057 from raulsntos/dotnet/fix-must-be-variantRémi Verschelde
C#: Annotate API with `[MustBeVariant]`
2023-01-26Merge pull request #65529 from magian1127/4.0FixDocTagRémi Verschelde
C# Improve the "Tag" conversion of documents
2023-01-26Merge pull request #69689 from smix8/navagent_rename_location_4.xRémi Verschelde
Rename Navigation uses of 'location' to 'position'
2023-01-26Rename Navigation uses of 'location' to 'position'smix8
Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
2023-01-26Merge pull request #71634 from dalexeev/gds-annotations-analyzerRémi Verschelde
GDScript: Allow constant expressions in annotations
2023-01-26Merge pull request #72008 from vonagam/fix-property-access-unsafe-markRémi Verschelde
GDScript: Fix marking of line with unsafe property access as unsafe
2023-01-25Update WebXR tutorial link to point at the Godot 4 versionDavid Snopek
2023-01-25C#: Skip documentation syntax in MustBeVariant analyzerRaul Santos
2023-01-25C#: Annotate API with MustBeVariantRaul Santos
- Add MustBeVariant attribute to generic parameters that are used in a Variant context
2023-01-25C#: Implement disposable pattern and seal `GodotSynchronizationContext` ↵Raul Santos
class and related - `GodotSynchronizationContext` - Implements `IDisposable` to dispose of the disposable field `_queue`. - Makes the class sealed. - `GodotTaskScheduler` - Implements `IDisposable` to dispose of the disposable property `Context`. - Makes the class sealed. - `Dispatcher` - Dispose of previous `GodotTaskScheduler` instances before creating a new one.
2023-01-25GDScript: Allow constant expressions in annotationsDanil Alexeev
2023-01-25Merge pull request #71120 from jordigcs/ternaryGeorge Marques
Closes https://github.com/godotengine/godot/issues/71065
2023-01-25Merge pull request #71349 from vonagam/disallow-infer-on-weakRémi Verschelde
GDScript: Disallow type inference with untyped initializer
2023-01-25Merge pull request #71948 from dsnopek/webxr-godot4-world-scaleRémi Verschelde
Correctly apply world_scale in WebXR (Godot 4)
2023-01-25Merge pull request #71142 from aaronfranke/never-duplicate-scriptRémi Verschelde
Add `PROPERTY_USAGE_NEVER_DUPLICATE` flag and use for script
2023-01-25Merge pull request #71963 from dalexeev/clarify-script-level-annotation-errorRémi Verschelde
Clarify error message about script-level annotation
2023-01-25Merge pull request #71858 from reduz/disable-stream-import-loop-by-defaultRémi Verschelde
Disable OGG and MP3 looping by default on import
2023-01-25GDScript: Fix marking of line with unsafe property access as unsafeDmitrii Maganov
2023-01-24Add PROPERTY_USAGE_NEVER_DUPLICATE flag and use for scriptAaron Franke
Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
2023-01-24PropertyUsage: Rename "DO_NOT_SHARE_ON_DUPLICATE" to "ALWAYS_DUPLICATE"Aaron Franke
2023-01-24C#: Sync GD with CoreRaul Santos
- Add overloads to print methods that take a single `string`. - Use `StringBuilder` to append print parameters. - Remove `PrintStack` method. - Add `ErrorString`. - Remove `Str` method. - Add exception to `Range` when step is 0. - Add `VarToBytesWithObjects` and `BytesToVarWithObjects`. - Remove optional boolean parameter from `VarToBytes` and `BytesToVar`. - Move `InstanceFromId` to `Godot.Object`. - Add `Godot.Object.IsInstanceIdValid`. - Update documentation.
2023-01-24Seal C# attributesRaul Santos
2023-01-24Sync C# Dictionary with CoreRaul Santos
- Implement `ICollection` methods explicitly. - Add `Merge` method. - Add `RecursiveEqual` method. - Update documentation.
2023-01-24C#: Add float an double overloads to MathfRaul Santos
- Add `float` and `double` overloads to all methods of `Mathf`. This allows the methods to be usable with `float`, `double` or `real_t`. - Use `System.MathF` in the `float` overloads which may result in better performance. - Constants remain as `real_t` for the time being. - Add aggresive inlining for methods that wrap `System.Math` calls.
2023-01-24C# Improve the "Tag" conversion of documentsMagian
[codeblocks] for Keep only the [CSharp] part. [param] is changed to <c>. [b] for bold text. [i] for italic text. 4.0 now uses variant, so [variant] to <see cref="Godot.Variant"/>. since Rider does not support [u], only comments have been modified.
2023-01-24Clarify error message about script-level annotationDanil Alexeev
2023-01-24Merge pull request #71932 from raulsntos/dotnet/lin2db-to-mathRémi Verschelde
C#: Move `LinearToDb` and `DbToLinear` to Mathf