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Merge commit godotengine/godot@bdf625b #916
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Using "queue_free" on the undo of the creation of the Bone2D meant that on the redo the Bone2D was already deleted. Replaced it with "add_do_reference", so when the Action of the undo_redo is destroyed, also destroys the Bone2D.
Fix restore_windows_on_load setting preventing loading layouts with floating docks
Signals with typed arrays were generating EmitSignal methods with untyped array parameters.
The wslay library, somehow unintuitively, will call the frame recv end callback for control frames. This has the side effect that while receiving a long message (i.e. a multi-frame message), if a control frame (e.g. a ping or pong) is received it may seem that a FIN frame has been received, resulting in the current code truncating the message. To avoid this, this commit now ignores the frame recv end callback, and instead rely on the msg recv callback where we can check the opcode, and is guaranteed to be called only when the FIN frame is received for text and binary frames.
- Tweak property hint ranges for some networking settings to ensure the minimum values don't break the debugger entirely. - Ensure shader time rollover is set to at least 1, as 0 causes a division by zero to occur. All relevant project settings are now covered by a range hint.
Use `is_null` over `!is_valid` and vice versa.
Renamed `get_ignore_time_scale` to `is_ignoring_time_scale` following general naming standards.
Co-authored-by: Hugo Locurcio <[email protected]>
When profiling Dome Keeper, I found that in physics_process a HashMap gets cleared a lot, which ends up calling the Variant destructor. Calling Variant::clear() dominates this operation. By not uselessly setting the Type to NIL on destruction we save about 50% of time. This is likely because if there is a simple type in the Variant that doesn't need destructing, but now we write when we should just drop the Variant altogether. Since the value of Variant::type should be unobservable after destruction this doesn't change any outward behavior.
- Only request the permission the first time the editor tries to open an apk - Disable the permission for the HorizonOS build as the HorizonOS store doesn't support it yet
CI: Fix GHA bug by defining a single concurrency
Respect `PROPERTY_USAGE_NEVER_DUPLICATE` with Make Sub-Resources Unique
Fix lightmapper penumbra computation
…tion-in-okhsl ColorPicker: Fix cursor position in OKHSL wheel
…-focus-when-recreating-full-inspector- Fix dictionary editor steals focus when reloading script.
Style: Enforce `AllowShortFunctionsOnASingleLine`
Respect system user setting for (un)installing APK
Improve performance with many static/sleeping bodies when using Jolt Physics
Windows: Implement native menu close callback
Fix looking at with 180 degree arc
Fix nullptr crash with freed `GraphNode` in GraphEditArranger
Add NavigationLink debug direction indicator
Make NavMeshQueries use NavRegionIteration polygons directly
Revert "Stop reporting contacts for sleeping bodies when using Jolt Physics"
SCons: Don't update node count when cleaning
Change `VisualShaderNodeVec4Constant` type to vec4
Remove unused OS `_display_driver_id` member
[Web] Fix `DirAccess::unlink()` not updating the IDBFS
[.NET] Fix EmitSignal with typed array parameters
Fix icon UIDs in Project Manager
Re-create missing .uid files
ProjectManager: Update project list placeholder when project is created
…toff GLTF: Always read `alphaCutoff` property
mcdubhghlas
approved these changes
Jan 4, 2025
SkogiB
approved these changes
Jan 4, 2025
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