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Add clipboard image data get/set methods #76603
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This solves the problem, that mouse events get sent to SubViewports even if they are outside of the visible area of the SubViewport. This changes makes SubViewportContainer::unhandled_input redundand. Shortcut Events now need to be distributed via push_input, in order for them to be able to reach SubViewports.
Also update the documentation to reflect this in both 2D and 3D.
Previous estimate of upper limit on size was incorrect
Also optimize some of the Noise methods
Previously, an EditorInspector's property name can only be set from outside. Inspectors used for settings needs to respond to changes in editor settings. So a few boilerplate code is almost always needed, including watching for a certain editor setting in `_notification()`. This commit adds a `set_use_settings_style()` function to tell the inspector to watch for editor settings changes on its own.
Lower threshold for dot was (1.0 - threshold) which is incorrect. Patch changes it to correct version sqrt(1.0 - threshold * threshold) Co-authored-by: Ricardo Buring <[email protected]>
Use a temporary framebuffer for screen copy from rendertarget to screen. This solves GLES3 rendering in android studio emulator (before this change there is just a black screen) Based on discussion in: godotengine#74828
- Mention that GPUParticlesAttractorVectorField3D can be used as an alternative to turbulence in 3D.
A rebase of godotengine#63826
boy am I glad I test things
radzo73
changed the title
Added clipboard has/image get methods
Add raw clipboard data get/set methods
May 11, 2023
radzo73
changed the title
Add raw clipboard data get/set methods
Add clipboard image data get/set methods
May 11, 2023
System-exclusive problems that I have to deal with when encoding/decoding to Godot's
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Closing in favor of a fresh fork |
@radzo73 In the future, you should open a pull request from a separate branch ( |
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Closes godotengine/godot-proposals#2949.
TODO:
Image clipboard_get_image
void clipboard_set_image (Image img)