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[4.3] Cherry-picks for the 4.3 branch (future 4.3.1) - 1st batch #97082
Commits on Sep 16, 2024
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OpenGL: Unconditionally do
glDisable(GL_FRAMEBUFFER_SRGB)
because w……e do our own sRGB conversion (cherry picked from commit dfcff4e)
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Fix incorrect warning on SkeletonModifier
(cherry picked from commit 4727c4f)
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Remove superfluous
print_line
call(cherry picked from commit b1421a0)
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Apply patch for considering visual layers for DirectionalLight
Co-authored-by: majikayogames <[email protected]> (cherry picked from commit 4457b11)
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fix to ensure generated light probes do not get placed too close to m…
…anual light probes (cherry picked from commit 97205ea)
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Fixed crash on PowerVR GE8320 GPUs
(cherry picked from commit 1c31e30)
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Fix LightmapGI not taking environment sky rotation into account when …
…baking The sky rotation now affects the baked environment lighting as it should, making it match how real-time ambient light rendering works. Co-authored-by: Per Melin <[email protected]> (cherry picked from commit 661cf1f)
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Fail when submit or sync called on main rendering device
Fail if submit or sync called multiple times in a row (cherry picked from commit b0e33aa)
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Increase precision of skeleton transforms in the skeleton shader in t…
…he Compatibility renderer (cherry picked from commit 1bf594f)
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Fix uniform subgroup in shader will carry out to next group
(cherry picked from commit e6c45fb)
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Corrected rotation gizmo plane math for off-center perspective view.
(cherry picked from commit 1fc8255)
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Fix tooltip content being cut off at some display scales
When getting the minimum size for a tooltip, we get the value as a Vector2. Window::set_size() takes a Vector2i, so this size was getting truncated. At certain display scales, this could be enough to cut off part of the tooltip. Updated to call Vector2::ceil() to round up before calling Window::set_size() Fixes godotengine#91958 (cherry picked from commit ca8e3d4)
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* Changed the VisualShaderNodeCustom template to use the correct over…
…rides and added the GlobalClass attribute (cherry picked from commit 74389e8)
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[BMFont] Fix importing fonts with
Match char height
enabled.(cherry picked from commit e7f215c)
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Run cleanup code on DisplayServer init failure to prevent crash on exit.
(cherry picked from commit f15ad72)
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[.NET] Move search in files extension list definition to be after Sce…
…ne level module init. (cherry picked from commit 69d52ed)
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Fix
TextServer::shaped_text_*_character_pos
for the first character…… of wrapped string. Allow starting/ending RTL selection before line start. (cherry picked from commit 932acce)
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Fix shader crash when the comma used in
for
loop as a trailing(cherry picked from commit d74749f)
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Fix custom resources using incorrect icons
(cherry picked from commit 140f9dc)
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Fix split_floats behavior when spaces are used as separators
(cherry picked from commit f483c3a)
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Fix AudioStreamPlayer get_playback_position() for web build
(cherry picked from commit bcd776e)
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Fix autoload node cannot be accessed by plugin on start-up
(cherry picked from commit 2d4e573)
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Fix incorrect parsing of nested nodes when generating the POT
(cherry picked from commit 84c5403)
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Fix undefined
alpha_scissor
in standard shader(cherry picked from commit 970a237)
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Fix typo in MultiplayerSpawner doc
(cherry picked from commit 8c626f2)
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Add NavigationLink function to change navigation map
Adds NavigationLink function to change navigation map. (cherry picked from commit e6ff4e5)
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D3D12: Be explicit about all-resources texture barriers
(cherry picked from commit 3260437)
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Fix EditorSpinSlider when hidden
(cherry picked from commit d357a7d)
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Change "Node3D" to "Spatial" in VisualShader resource
(cherry picked from commit b9876b6)
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Update the Android
fileLastModified
method to return values in seco……nds instead of milliseconds (cherry picked from commit cde873b)
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Fix TileAtlasView bounds checks for transposed tiles
(cherry picked from commit 6895f6f)
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Fix transposed tiles drawing in GenericTilePolygonEditor
(cherry picked from commit 3dfac16)
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Fix SoftBody3D pinned points breaking when reloading scene
(cherry picked from commit bde8c59)
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[ImageFont] Fix escape sequence parsing, add note to the docs.
(cherry picked from commit 4cc065c)
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pass in render_info to _fill_instance_data for alpha to fix overdraw …
…call count (cherry picked from commit 3388a4a)
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Fix Godot not quitting with
--doctool --gdscript-docs
.(cherry picked from commit 13b2082)
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Fix reload of GDExtension libraries in framework package on macos
`GDExtension::open_library` has a check in it to see if the library was loaded from a temp file, and if it was to restore the original name as that is the one we actually care about. This check is breaking extension reloading on Mac when the library path is to a framework folder, as the file inside the framework will not generally be the same name as the folder. This check also shouldn't be necessary even on Windows, which is the only platform that uses `generate_temp_files`, since disposal of the created temp file is handled within `OS_Windows::open_dynamic_library`, and `GDExtension::open_library` (which is the only function to call `open_dynamic_library` with a `p_data` argument) only cares about the original library file path and has to do extra work to remove the name of the temp file. Instead, I have removed that check and set `OS_Windows::open_dynamic_library` to return the name of the original file and not the name of the copy. This fixes GDExtension reloading on macOS. I do not have a Windows machine available to test that it still works properly on Windows, so someone should check that before merging this. (cherry picked from commit f44d6a2)
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Fix GD0107 not applying to arrays and dictionaries containing nodes
(cherry picked from commit 8aa444d)
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Fix Pressing Escape doesn't exit freelook in the 3D editor
(cherry picked from commit 78dc310)
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fix: project settings not properly saved after a file removal
(cherry picked from commit 138bcc7)
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Ensure fog_sky_affect is used even when using a background color
(cherry picked from commit 37be585)
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prevent the click to get processed further after a paste action
(cherry picked from commit e7e6337)
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Add
stop_callable
toAudioStreamPlayerInternal
(cherry picked from commit 8c7dd3c)
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Ensure selected node is a descendant of the edited scene
(cherry picked from commit b1a45d9)
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OpenXR: Fix support for building against distro package
(cherry picked from commit 2206f5c)
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Add fixed fog to the sky in the Compatibility renderer
And apply luminance multiplier after fog in RD renderer (cherry picked from commit 578049b)
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Fix uid:// Paths Fail to Load at Editor Startup
(cherry picked from commit b1c9731)
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Fix node.duplicate, return nullptr if this operation fails.
(cherry picked from commit 70f41e4)
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Fix scene node selection problem when no auto expand
(cherry picked from commit e46280d)
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Fix
EditorInterface.get_selected_paths()
working incorrectly when F……ileSystemDock is in split mode (cherry picked from commit b55e97c)
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Fix Parallax2D repeats being not relative to its transform
(cherry picked from commit 1bd8372)
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Fix Skeleton2D.{_set|_get} always returning true
(cherry picked from commit 115cd47)
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Co-authored-by: Thiago Lages de Alencar <[email protected]> (cherry picked from commit de55812)
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Fix no validation on Blender path on importation
(cherry picked from commit 2dc9cf5)
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Fix backspace always unfolding previous line
(cherry picked from commit 2860b99)
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Clear drag preview material on
NOTIFICATION_DRAG_END
(cherry picked from commit 6aee6c1)
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StringName: Use inline static field definitions
Before this change StringName used regular static field definitions for its mutex, _table, configured and debug_stringname fields. Since in the general case the ordering of the static variable and field initialization and destruction is undefined, it was possible that the destruction of StringName's static fields happened prior to the destruction of statically allocated StringName instances. By changing the static field definitions to inline in string_name.h, the C++17 standard guarantees the correct initialization and destruction ordering. (cherry picked from commit 723878b)
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Redraw SubViewportContainer on SubViewport size change
(cherry picked from commit 61e2aa7)
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Avoid potential crash on signal disconnection
(cherry picked from commit 32b7f83)
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Use transformed roughness instead of raw roughness to calculate rough…
…ness fade in SSR (cherry picked from commit b99d0d7)
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Fix virtual binding for
ScriptLanguageExtension::_reload_scripts
(cherry picked from commit d65ea6f)
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GLTF: Propagate owner for root node children
(cherry picked from commit 246cc7e)
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Fix MenuBar popup placement assuming it's in viewport default canvas
(cherry picked from commit 8228d64)
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Fix gizmos without visible geometry not being selectable
The issue was that Node3DEditorViewport was using the render server's BVH to filter out nodes, which is not correct for gizmos that have no renderable components, or have collision triangles that exceed the bounds of their renderable components. (cherry picked from commit 45f6110)
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Fix GLES3 crash with Mesh surface with exactly 65536 vertices
Fixes godotengine#95837. (cherry picked from commit bde165c)
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Fallback to theme icon when no custom icon is set in autocompletion
(cherry picked from commit e8254dc)
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Add model_normal_matrix for fragment shader
(cherry picked from commit e698351)
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Fix small graph editor pins at higher display scales
(cherry picked from commit 3f7efd2)
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Fix display dialog while saving scene
(cherry picked from commit da31679)
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Fix errors about
UndoRedo
history mismatch when deleting bezier track(cherry picked from commit 4db3e6e)
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Fix huge tscn icon in FileSystem split mode using list view
(cherry picked from commit 36c9d31)
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Relax motion vector updates to allow skipped frames for skeletons
Before this change, a skeleton that was not updated every frame would result in a difference of 2+ between last_change and frame index every frame, which would disable the buffer rotation and set motion vectors to zero. This results in significant visual artifacts for FSR2 that are especially prominent on the characters that move together with the view such as the main character in third person mode. This is a significant problem for high refresh rate displays: at 120 Hz, we are effectively guaranteed to skip skeleton updates every other frame with skeleton update happening during physics processing, and the lack of physics interpolation for skeletons. This happens by default in TPS demo when FSR2 is enabled. In other places where motion vectors are disabled, such as multi-mesh and mesh rendering (where previous transform is updated), the logic effectively allows for a single-frame gap in updates, because it compares the frame where the update happened (which is the current frame if updates are consistent) with the current frame, so the latency of 0 means "update just happened", but both multi-mesh and mesh transform updates permit a latency of 1 as well. Here, however, last_change is updated *after* the frame processing has concluded, so a zero-latency update has a distance of 1. Allowing a distance of 2 (latency 1) reduces the severity of the problem and aligns the logic with transform updates. Note that the problem will still happen when refresh rate is noticeably higher than physics rate times 2. For example, it still happens at 240 Hz. However, a longer latency allowance is inconsistent with other transforms and could lead to issues, so ideally long term physical interpolation of skeleton transforms would completely solve this. (cherry picked from commit 92f2bc7)
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Fix double free in FSR2 destructor
Before this change, using FSR2 resulted in the following error when the effect was destroyed: ERROR: Attempted to free invalid ID: 662734928609453 at: _free_internal (servers/rendering/rendering_device.cpp:4957) This happened because ACCUMULATE and ACCUMULATE_SHARPEN passes shared the same shader_version object but had different pipeline IDs. When version_free was called for ACCUMULATE pass, it destroyed pipelines created from that version, including the pipeline for the ACCUMULATE_SHARPEN pass. Using a unique version could work around this problem, but it's easier to rely on version_free destroying the created pipelines through the dependency mechanism. (cherry picked from commit 0024cfa)
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Remember "View Grid" (per-viewport) setting between editor sessions
(cherry picked from commit 080acd7)
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Fix drag&drop between window on Windows
(cherry picked from commit 0987a9d)
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Fix curve2d incorrect sample range description
(cherry picked from commit 5183588)
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Minor AnimationNodeBlendSpace2D documentation fixes
Updated a couple parts that seemed to be copied over from AnimationNodeBlendSpace1D (cherry picked from commit 05bcfda)
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Fix Vector3 Slerp Normalizing Zero Vectors
Ported the existing zero length check in C++ into C#. (cherry picked from commit 0d6e9de)
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Fix crash when calling OpenXRAPI::get_hand_tracker() and hand-trackin…
…g is disabled (cherry picked from commit 11dd1f5)
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Fix typo in Array code example
(cherry picked from commit b516742)
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Fix some C# variable types In
AStar2D/3D
Class Reference(cherry picked from commit 1928a84)
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Always store ID of PopupMenu items
(cherry picked from commit 5279fec)
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Honor
pitch_scale
value before playing audio sample(cherry picked from commit aaafd16)
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Use wayland-egl-core.h instead of wayland-egl.h
-avoid use of transitive wayland include -resolves godotengine#95830 Signed-off-by: Joel Winarske <[email protected]> (cherry picked from commit 6ce71f0)
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[Editor] Prevent unnecessary editor theme regeneration on unrelated s…
…ystem setting update. (cherry picked from commit 9708535)
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Fix relative paths for global class icons in C#
(cherry picked from commit 3c0eaec)
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Compatibility: Fix crash when initializing certain compressed layered…
… textures (cherry picked from commit e8b4568)
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Fix animation library copy-paste not preserving resource reference
(cherry picked from commit 08ef14a)
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Fix C# code example for Object._get_property_list
There were two small errors in this code example that kept it from working when copied to a new node locally. These are the fixes I used locally to test the example. (cherry picked from commit 97cf2c1)
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Enable revert button for
ShaderMaterial::next_pass
and `ShaderMater……ial::render_priority`. (cherry picked from commit ba23b22)
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Fix invalid
Skeleton3D
bone pose updatesThe issue would cause log spams when trying to update the bone pose position or rotation with an invalid bone index. (cherry picked from commit 039722a)
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Fix for multimesh motion vector corruption by resetting motion vector…
… state and filling both halves of buffer (cherry picked from commit 52cd5ac)
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[Windows] Hide cursor before moving.
(cherry picked from commit 9a2977f)
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[mbedTLS] Fix incorrect cert pinning with client_unsafe
(cherry picked from commit ccae47a)
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Fix snapping when zoomed in Polygon2D UV editor
(cherry picked from commit 1b7626f)
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Fix script overwriting with external editor
(cherry picked from commit 23927c3)
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Support opening custom class documentation with "Open Documentation" …
…menu entry (cherry picked from commit b5fa2a3)
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Fix RandomPCG::rand_weighted incorrectly returning -1
(cherry picked from commit ab13513)
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Fix crash when selecting ownerless 3D node.
(cherry picked from commit 279ccd6)
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Windows: Call
AddDllDirectory()
with an absolute path(cherry picked from commit e8bd385)
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(cherry picked from commit e67cc73)
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Commits on Sep 17, 2024
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Fix missing project date showing the unix epoch
(cherry picked from commit 6ed54ab)
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Fix build logger unable to handle an event without an associated file
(cherry picked from commit 81799b8)
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Fix SceneTreeDock invalid state after trying to remove internal Node
(cherry picked from commit 5ae85a4)
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Make sure huf_decompress is only applied to 64-bit x86.
(cherry picked from commit 6b13236)
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Add modf function and fix snap behavior
Fixes godotengine#96159 (cherry picked from commit fcc8518)
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Only main binaries require entitlements. This fixes signing issues on…
… macOS. (cherry picked from commit 0a57dd4)
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Use correct lightmap coefficients to ensure that the directional ligh…
…tmap mode looks correct Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases (cherry picked from commit f4ccba7)
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Fix no unsaved indicator Save As resource
(cherry picked from commit b97c128)
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GDExtension: Show warning on missing PDB file, rather than error
(cherry picked from commit 760099c)
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Fixes alpha materials being rendered with a reverse cull which is vis…
…ible in reflections from reflection probes. (cherry picked from commit 929c69b)
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Fix Polygon2D UV editor error when opening grid settings
(cherry picked from commit 5a0a025)
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Fix collapsing TreeItem not updating horizontal scrollbar
(cherry picked from commit d16dcbb)
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[MP] Fix division by zero in network profiler
The debugger reports synchronizers with empty state to the editor even if no data is being sent to other peers. The editor conditional to avoid division by zero was checking the wrong variable. (cherry picked from commit 042b264)
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NoiseTexture2D/3D: Don't use a thread to regenerate when the build do…
…esn't support threads (cherry picked from commit b47b98d)
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Fix physical bone update without simulating
(cherry picked from commit f2186ee)
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Fix SkyRD::Sky::free() freeing material
(cherry picked from commit 09e59fb)
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Various fixes for transmittance effect
Use correct shadow sampling for omni and spot lights Disable transmittance if shadows are disabled Correct DirectionalLight transmittance bias to match shadow bias (its still pretty sensitive though) (cherry picked from commit d61fae3)
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Avoid indexing instances without a base in scene cull phase
(cherry picked from commit b5fd29e)
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[RTL] Do not add final newline to the paragraph context.
(cherry picked from commit 02113df)
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fix deadzone slider not working correctly
(cherry picked from commit 2fd39ec)
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Fix missing material override after two glb reimports
(cherry picked from commit 79d0254)
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Fix floating window corner radius
(cherry picked from commit 308186a)
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(cherry picked from commit 7e7a4f2)
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Fix SubViewport/AudioStreamPlayer2D crash
Updated Viewport destructor to remove itself from World2D, to avoid World2D keeping invalid pointers. (cherry picked from commit 7a9acd5)
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Fix Array.sort_custom example code
Array.sort_custom descending sort example was comparing index 0, but had expected result based on comparing index 1. Updated to use index 1 consistently. (cherry picked from commit 39ca8b4)
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(cherry picked from commit 70860aa)
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Fix
AnimationPlayer
crash when it's made the scene rootWhen an AnimationPlayer is made root of a scene, the track links may become broken and clicking on them will crash. Current master branch also breaks node links when AnimationPlayer is made scene root, and can also crash the engine if another node was made scene root prior to the AnimationPlayer. This happens because when made root, the editor loses track of AnimPlayer's root node. By keeping a copy of the AnimPlayer's root_node, the track links remain functional. Fixes godotengine#91043. (cherry picked from commit e905be8)
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Sky: No more auto-selecting REALTIME mode if radiance is not 256
(cherry picked from commit 44e526d)
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Only use backbuffer mipmaps in SCREEN_TEXTURE when generated.
(cherry picked from commit d2f5c1a)
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[Windows] Use the same API for all
OS_Windows::*_environment
functi……ons. (cherry picked from commit 319bfa9)
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[Editor] Don't show popup when clicking empty in Favorites
(cherry picked from commit d2a8b33)
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Fix instant transformations not being committed when used in succession
Also: - Fix holding down keys repeatedly committing instant transformations, and disallow starting instant during non-instant - Fix echoed inputs starting new instant transformations after clicking to confirm, and disallow left mouse release committing instant transformations (cherry picked from commit 060a1a0)
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Prevent editing value on focus when
EditorSpinSlider
is read-only(cherry picked from commit 88f1b67)
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Fix selection stuck after saving scene
(cherry picked from commit 613d4d1)
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[Editor] Prevent duplicate
Open in Editor
buttons in scene tree dockDuplicate buttons were added when editor description changed (cherry picked from commit ab04d76)
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[Editor] Fix handle ID being passed for 3D Gizmo plugins
(cherry picked from commit 62d98c6)
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Fix shift clicking on Add Sun/Environment to Scene buttons
(cherry picked from commit 1b6af3a)
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Fix 2D debug navigation flickering with tile maps
Both the tile map layers and the debug navigation canvas items did fight for the same z order causing a lot of flickering in certain situations. (cherry picked from commit 5bedaf7)
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Fix Set Frame Title popup position
(cherry picked from commit 7d78d75)
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GDScript: Do not produce
UNUSED_SIGNAL
warning for common implicit ……uses (cherry picked from commit d1e2afa)
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Fixes godot crash or give unclear message when exporting with invalid…
… args (cherry picked from commit 1d09970)
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Fix StyleBoxFlat rectangles skewing independently
(cherry picked from commit 86c773d)
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Fix "reparent to new node" not remembering index
(cherry picked from commit b11ccf3)
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Fix "reparent to new node" when node has internal children
(cherry picked from commit 8da49ab)
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Fix interactive audio transitions fade in for clips with auto_advance
(cherry picked from commit 4fa6287)
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Fix super call in various
get_configuration_warnings
methods(cherry picked from commit 9dc2313)
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AudioServer: Fix code style issues
- Drop STL copy in favor of old-school for loops. - Be explicit about loads and stores to atomic value. (This also fixes an error in certain compiler toolchains.) (cherry picked from commit 1cc485b)
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Fix leak when using audio samples instead of streams
(cherry picked from commit d3ddce6)
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fix clear button on Array[Node]
(cherry picked from commit dee0453)
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RenderingDevice: Fix uncapped mipmap sizes causing div-by-zero
(cherry picked from commit 7f1989b)
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[Windows] Fix broken apksigner detection.
(cherry picked from commit 2c991a7)
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Enable MSAA support for all non-web platforms
MSAA support is built into GLES3 core, eliminating the need to check for GL_EXT_framebuffer_multisample, which was necessary only in GLES2 due to the lack of inherent multisample framebuffer support. This commit corrects an oversight from GLES2-based code, ensuring compatibility with GLES3 where multisampling is natively supported without extensions. (cherry picked from commit fc955fa)
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Do not defer PathFollow3D transform updates
Co-authored-by: Yaohua Xiong <[email protected]> (cherry picked from commit 51b8b74)
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Fix directory empty bug on Android
(cherry picked from commit 8f66513)
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Fix undoing "Move tiles" TileMapLayer action when drag/drop areas ove…
…rlap (cherry picked from commit ab504b3)
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Fix parsing of
4.
in Expression(cherry picked from commit ee9cea5)
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Fixed OpenGL shadow textures not honoring texture type when reusing t…
…extures (cherry picked from commit 359aaa4)
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[Buildsystem] Improve cache handling
Prevents cache issues by not purging cache before starting a build. Splits cache purge related code from progress code and delays the purge until after final build is done. (cherry picked from commit acffc53)
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Fix issue with GDScript binary tokens being non-deterministic
(cherry picked from commit e120792)
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[RTL] Fix font not updated for some spans.
(cherry picked from commit e517eaf)
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Update AnimationPlayer in real-time when bezier curve properties or b…
…ezier editor changes (cherry picked from commit 9d0944b)
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Compatibility: Fix alignment of compressed textures when retrieving
(cherry picked from commit 0182294)
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WAV: Fix one frame overflow at the end
(cherry picked from commit 147accd)
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Fix polygon node losing its UV toolbar by adding a call to the show m…
…ethod when assinging a node. Fixes godotengine#96238 (cherry picked from commit dabeaa6)
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Fix slider size in compact mode
(cherry picked from commit f21a969)
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Fix below what value is invalid in default_font_size doc
(cherry picked from commit 575a0b4)
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Fix double lock/group buttons when starting editor with empty scene
(cherry picked from commit 96aa2f2)
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[Windows] Use
GetFileTime
forFileAccess
Prevents DST from rearranging file times. (cherry picked from commit 7139f46)
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Fix gamepad triggers not working on web exports
Fixes godotengine#81758 DisplayServerWeb::process_joypads handles buttons 6 and 7 of the HTML5 Standard Gamepad as a special case by doing: `input->joy_axis(idx, (JoyAxis)b, s_btns[b]);` This doesn't work because there is no JoyAxis 6 or 7 in the enum To fix this we use JoyAxis::TRIGGER_LEFT and TRIGGER_RIGHT for button 6 and 7 However since we are now lying to input->joy_axis we also need to lie in the mappings for the standard gamepad in godotcontrollersdb.txt, otherwise input->joy_axis will try to find a mapping to axis 4(LT) and axis 5(RT) that's not defined. Therefore we set lefttrigger to +a4 and righttrigger to +a5 in the mapping, to match what we are actually sending. A cleaner, and more involved fix to this would be modifying input->joy_button so that it can handle analog buttons and map them to axes preserving their value instead of converting to boolean (cherry picked from commit 9dd372f)
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Object: Let debug lock handle callee destruction within call chain gr…
…acefully Co-authored-by: lawnjelly <[email protected]> (cherry picked from commit 10e2318)
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Object: Add tests about the safety of tail destruction
(cherry picked from commit bb77520)
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LSP: Omit some values based on specification version 3.17
(cherry picked from commit 4d713d9)
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Fix editor_doc_cache locked on editor startup
(cherry picked from commit e064efc)
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Fix description of
Array.sort_custom()
(cherry picked from commit c6f7c89)
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Add missing "Quad" capture TransitionType enum hint
(cherry picked from commit 8d30ccd)
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LSP: Don't use smart resolve for completion
(cherry picked from commit 8155c1f)
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(cherry picked from commit 701188f)
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[Windows] Run native file dialogs in thread to make it non-blocking.
(cherry picked from commit 66832e9)
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[Windows] Emit native file dialog callback from event loop, fix selec…
…ted options not saved. (cherry picked from commit ea25267)
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Remove debug print from Android
DisplayServer.screen_get_scale
impl……ementation (cherry picked from commit 42b0e91)
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Fixes godotengine#95861. (cherry picked from commit f16d4af)
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thorvg: Update to 0.14.8, and workaround Bezier precision regression
Fixes godotengine#96262 by backporting thorvg/thorvg#2702. (cherry picked from commit 7375f9b)
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Fixes godotengine#96491. Update fix for godotengine#96262 to a simple revert of the problematic commit, as the upstream fix is still being debated and caused other issues. Also include fix for upstream regression 2715 added in 0.14.9. (cherry picked from commit a6ab039)
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More fixes to rendering of SVG files with broken text tags. Also backports upstream patch to fix godotengine#97078. (cherry picked from commit 0c0336f)
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WorkerThreadPool: Fix end-of-yield logic potentially leading to deadl…
…ocks (cherry picked from commit 5dade0e)
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Added a more detailed error message when instatiating a scene with mi…
…ssing export properties. (cherry picked from commit 1df0159)
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Fix error reopening non existing scene on startup
(cherry picked from commit d06c7ad)
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Fix syncing PhysicalBone internal poses individually
(cherry picked from commit 2b3cf24)
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Fix for GLES3 radiance cubemap update
(cherry picked from commit 3038de4)
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