The setting is initially assigned the name of the Godot project,
but it's kept freezed to prevent issues when renaming the Godot
project.
The user can always rename the C# project and solution manually and
change the setting to the new name.
Co-authored-by: Ignacio Roldán Etcheverry <ignalfonsore@gmail.com>
(cherry picked from commit 31d09a807e)
This is a backport from 4.0 to 3.x that adds 'sort' and 'has' methods
to the following types:
- PoolByteArray
- PoolIntArray
- PoolRealArray
- PoolStringArray
- PoolVector2Array
- PoolVector3Array
- PoolColorArray
For all the types above, the methods 'sort' and 'has' have been
exposed to the GDNative API (v. 1.3)
Since the method 'has' was already implemented in GDScript before,
in this commit it has been only exposed to GDNative API.
The classes documentation is updated.
The method 'sort' uses the exisging class "Sorter".
Pooled arrays in 4.0 are rewritten, that's why this backport is not
completely indentical to the original PR made for 4.0 (see #32144).
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
(cherry picked from commit fdea269805)
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
(cherry picked from commit c0fed1d4e8)
Disables navmesh baking EditorProgress for now until fixed as EditorProgress is not thread-safe and uses hacks and Main::iteration() for steps which can result in random crashes when baking navmesh.
(cherry picked from commit 24bb0af4a9)
Adds two new properties to NavigationMesh resources to restrict the navmesh baking to an area enclosed by an AABB with volume.
(cherry picked from commit 0c4d99f4fd)
The define is **not used by godot**, but in GDNative libraries.
I'm not sure it should be defined there in the first place, though we
shouldn't change that (for compatibility).
This commit changes the platform detection order to detect mingw
compiling for windows (which defines `__GNUC__`).
This commit also wraps the definition around a guard to let libraries
override it with a build-time define.
* GDScriptLanguage::complete_code already adds parentheses to function calls, and does this a lot smarter than the language server right now.
* Instead of the previous naive approach we now reuse the same logic as the internal editor.
* For this to have any effect we also have to send the `insertText` field already during the completionRequest and not only during resolve.
(cherry picked from commit bbb07ff8cb)
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.