Age | Commit message (Collapse) | Author |
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Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
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String.Capitalize() in C# now matches the behaviour of String::capitalize() in C++
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All iOS devices since the iPhone 5S support ARMv8 (64-bit).
The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
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This removes the need for `AlwaysBuild` by ensuring that the proper
files are being tracked as `Depends`.
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They were removed in the previous commit reverting the addition of `SNAME`
to `add_theme_*` and theme setter methods, which is not wanted.
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This reverts commit a988fad9a092053434545c32afae91ccbdfbe792.
As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
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Less stringly typed logic, and less String allocations and comparisons.
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It will print an error when using an RPC defined on an object which does
not extend Node.
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Improvements:
* Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders.
* Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default.
* Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window.
Fixes:
* Fixed saving of occluder files after bake.
* Fixed a small error where occluders didn't correctly update in the rendering server.
Bonus content:
* Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders.
* Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename.
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In order to access the `nativeName` constant field from a C# class, the
mono scope thread must be attached or the mono domain will be null.
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[Net] Non-blocking WebSocket hostname resolution.
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Hostname is now resolved during poll in WebSocketClient (wslay) to avoid
blocking during connect.
An attempt is still made to find the hostname in the resolver cache.
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Make BC6 and BC7 CVTT faster while still having better quality than DXT5.
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Calinou/gdscript-highlight-namespace-reserved-keyword
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Like "trait" and "yield", "namespace" is currently not implemented
but is still reserved for future use.
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Also reduce interdependencies and clean up a bit.
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Fixed opening new instances of VS 2022 while a instance is already open
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Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).
New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.
New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
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And take the opportunity to improve interdependencies a bit with forward
declares where possible.
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String: Add contains().
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Initialized Member Variables in /modules
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Since enums resolve to a dictionary at runtime, calling dictionary
methods on an enum type is a valid use case. This ensures this is true
by adding test cases. This also makes enum values be treated as ints
when used in operations.
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- Fix compilation issues by disabling warnings on release builds. This
also strips warnings from expected result before the comparison to
avoid false mismatches.
- Add a `#debug-only` flag to tests. Must be the first line of the test
script. Those won't run with release builds. Can be used for test
cases that rely on checks only available on debug builds.
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