Proper counting code has been added to update info struct.
Extra: Added the render_info_capture calculations.
Fixes: #27273
(cherry picked from commit 4839b17f93)
Existing code only did the reparenting when the parent node was a bone. This
change fixes that, plus the reparenting code itself, which used the index of
the skin instead of the skin index itself to address the skeleton array.
(cherry picked from commit 1cf7ca87ce)
When transparent_bg is on, or the render target is too small,
Godot would skip postprocessing and disregard keep_3d_linear.
This fixes#26817.
(cherry picked from commit 7cbfce7a8c)
The binary search algorithm used to lookup character codes in the table
relies that the data must be ordered. This fixes `to_lower()` string
method to convert upper case to lower case properly, so that the
algorithm doesn't terminate prematurely.
Co-authored-by: AndreevAndrei (avandrei) <avandrei@MacBookAAV.local>
(cherry picked from commit 34e6737413)
Since f12cb82 @reduz dropped the use of the thirdparty thekla_atlas
library, which is replaced by xatlas.
Fixes#28180.
Fixes#28182.
(cherry picked from commit 6640f397f1)
The API docs for various animation nodes are pretty empty, yet the
tutorial at
https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
contains some details.
These details should be included in the API docs so looking up a
particular class actually provides some information rather than
requiring the user to hunt for a different tutorial.
This also links the AnimationTree tutorial and demo in the docs.
I've found the TPS demo to be the best resource so far for learning
how to use the AnimationTree. This should be easy to find if someone
looks up the AnimationTree API docs.
Finally, this fixes a param typo in AnimationNodeStateMachine.
(cherry picked from commit 584288a32c)
Clarified behavior of a few methods. Added implementation notes so
that developers not familiar with RNGs are alerted to common pitfalls.
(cherry picked from commit ae1393acae)
New contributors added to AUTHORS:
@pouleyKetchoupp, @qarmin
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit 4fad7608c4)
Bug introduced in #26343 where `(float *)` was mistakenly converted
to `(uint8_t *)`, so we were getting `2` instead of `8`.
Fixes#27705.
(cherry picked from commit b182e038e7)
The first 'if' always evaluated to true, as it evaluated values which are the default
ones for Android and iOS respectively, so even if one of them was overridden, the other
one would be true.
Fixes#27658.
(cherry picked from commit c2fb1c9f01)
_can_call_mode used to call is_network_master/get_network_master
internally.
This would reset any potential last error set via ERR_EXPLAIN,
preventing it from being displayed correctly.
_can_call_mode now expects the node master ID to be passed instead.
(cherry picked from commit 95ad747dea)
Mime type definitions are usually named like the mime type they define,
i.e. x-godot-project in our case.
It was introduced with reverse DNS naming as that's what FlatHub favors,
so it will need to be renamed there.
(cherry picked from commit 7eabf4c8a3)
Example of the warning:
./core/script_language.h:198:7: warning: 'class ScriptCodeCompletionCache' has virtual functions and accessible non-virtual destructor [-Wnon-virtual-dtor]
(cherry picked from commit f9f2413e69)