This can be used to ensure a file has its contents saved
even if the project crashes or is killed by the user
(among other use cases).
See discussion in #29075.
(cherry picked from commit ab397460e9)
This can be used in server builds for journalctl compatibility.
(cherry picked from commit 341b9cf15a)
Fixes crash when exiting with --verbose with leaked resources
(cherry picked from commit 25c4dacb88)
Added BakedLightmap.use_hdr and BakedLightmap.use_color properties
that can reduce the flie size of lightmap texture at the expense of quality.
Changed the denoiser to work in a single buffer, reducing RAM
usage. Also added the `-mstackrealign` flag in the denoiser compilation
for MinGW builds. This flag helped fix a bug in Embree, so I want to see
if it will help fix GH #45296.
According to the docs at
https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class
> The get_visible_name() method is responsible for returning the name of
> the type it imports and it will be shown to the user in the Import dock.
> You should choose this name as a continuation to "Import as", e.g.
> "Import as Silly Material"
I've verified Godot's behavior reflects this, so the code examples
should reflect this.
Also document propagating save error in EditorImportPlugin.
It seems that the suggested code ignores any error from
`ResourceSaver.save`, but I think we should return it.
(cherry picked from commit 9676650f2f)
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.
When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
Like the Tween cheatsheet or Color constants cheatsheet, this references
a "cheatsheet" image from the documentation repository.
(cherry picked from commit 200f1cf015)
This can be used to print thread IDs in logs. This can make it easier
to debug multi-threaded applications.
Co-authored-by: Khaos <khaos@khaos-coders.org>
(cherry picked from commit 35b046ddf7)
This is how I would expect it to work, but the docs didn't clarify, so I
had to check the source just to make sure I wasn't responsible for
freeing the timer:
d39f6386ce/scene/main/scene_tree.cpp (L473)
(cherry picked from commit 6e7e4f82ec)
The RichTextLabel class is inconsistent in how it updates the
visible_characters and percent_visible properties when either is changed.
To keep both properties consistent, update percent_visible when setting the
visible_characters property.
For both properties, when setting one, notify change for the other.
Docs updated for member set_visible_characters on RichTextLabel class.
(cherry picked from commit 463e2002ab)
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).