This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.
This makes it far easier to optimize games to minimize drawcalls.
I had no idea what 'coordinate' meant in the context of autotiles, so just adding some clarification for future people who have the same problem.
(cherry picked from commit cbe73766e3)
* Added additional clarification for the function of the 'deep'
parameter in the Dictionary's `duplicate` method.
(cherry picked from commit 469b7c948f)
* item_selected and item_focused docs incorrectly had 'id' as the parameter. Changed to
'index'.
* Fix parameter name in ADD_SIGNAL callin code.
(cherry picked from commit a8de034f78)
Added information about the intervals of values that the functions
`store_{8,16,32,64}()` can correctly write to the file.
(cherry picked from commit 97e20b2f30)
This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
(cherry picked from commit c591cb8fda)
The Request Docs button is partly responsible for layout overflow
issues on narrow displays, such as #31133.
It also tended to attract spam and low-effort issues that were
difficult to act upon. A "Send Docs Feedback" menu option has been added
to replace it.
(cherry picked from commit 2f6f029a75)
The 3.2.2 release will include quite a few new features which warrant
at least one beta build before RC:
- GLES2 2D batching
- Mono/C# support for iOS
- New Android plugin system
Defers sending 'transform' commands within a RasterizerCanvas::Item until they are needed for default batches. Instead locally caches the extra matrix and applies it using software transform, preventing unnecessary batch breaks.
The logic is relatively complex, and the whole 'extra matrix' of the legacy renderer in addition to the final_transform is not ideal. However this is required to accelerate some user drawing techniques, and later the lines in the IDE.
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
MinGW should support both its own format `.a` and MSVC's format `.lib`, but Mono's module was only using the former. With this change it's now possible to build with MinGW and link the official Mono for Windows which is built with MSVC.