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Co-authored-by: BrunoArmondBraga <[email protected]>
Also improves the documentation of `weakref`.
On some buggy drivers `GL_INFO_LOG_LENGTH` returns incorrect values, which may lead to incorrectly filling in the log string. This could lead to uninitialized data being attempted to be printed and a crash. This PR zeros the array to ensure uninitialized data is not used.
This bug was appending 2 colons in the generated code. Fixed it.
Using 2.2.7.dev51+geb4a58fe.
Added docs for DRAW_ORDER_REVERSE_LIFETIME constant and minor XR log improvement
Explain circular references and how to break them
Unpress buttons in AnimationTree when switching to read-only mode.
Fix crash when saving compressed image as JPG & WebP
Fix texture region editor not selecting restored snap mode
Fix VisualShader Texture2DParameter node filter bug
We don't translate those, only editor strings are translated.
Updates `EditorNode#execute_and_show_output(...)` to return the output of the executed command.
This appears to already be the case for the Max FPS project setting.
Assign temporary path to preloaded resources
…-editor Don't apply frame delay project setting to the editor
Fix lambda cross-thread dynamics
Rework input actions to be reliable
[GLES3] Protect against bogus `glGetShaderInfoLog` return values.
…on_failure Preserve the output from the gradle build command
…t-spam Reduced output spam from rapid property changes
…ng-dirs-with-godot-project Remove EditorFileDialog warning when skipping project directories
Fix transform changes in `_integrate_forces` being overwritten
FixesNavigationObstacle elevation.
GLES3: Ensure all ShaderData is properly initialized in `set_code`
Fix NavigationObstacle elevation
…t-label-add-image Add protection in `RichTextLabel.update_image` to prevent crash
Fixes NavigationObstacle height.
…_scene Save scene when saving built-in resource
Fill remaining global scope constant descriptions
Fix several ParticleProcessMaterial texture names
Fix VisualShader connection use after free.
Fix NavigationObstacle height
…autoplay Ensure AnimationPlayer evaluate animations when autoplay is enabled and node becomes ready
[macOS] Fix transparent and borderless flags interaction with full-screen mode.
[RTL] Fix excessive underline and table border draw calls.
Link to runtime loading/saving tutorial and improve Image documentation
Fix remapped font reloading on locale change.
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Jan 31, 2024
The following formats are now accepted (leading `#` is optional): - `#1` -> `#111111` - `godotengine#12` -> `#121212` - `godotengine#12345` -> `#11223344` (`5` at the end is discarded) - `#1234567` -> `#123456` (`7` at the end is discarded)
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