This might be especially usefull since godot script doesn't support ** or ^ as operators, so beginners might search for the exponential function, when what they really need is the pow function.
This is exactly what happened to me and since I couldn't find helpfull information in the documentation I had to look it up online, where I found the answer on a helpfull [reddit thread](https://www.reddit.com/r/godot/comments/3mvwz0/how_do_i_do_exponents_in_godot/).
@akien-mga told me how to reference methods here:
godotengine#30909
(cherry picked from commit a2c81a7455)
Some situations caused the parser node type to not being update when
trying to resolve the type, returning invalid data and breaking the
parsing when it shouldn't. This patch fix the behavior.
(cherry picked from commit 64d09b7de5)
As of 3.1 and later, we have too many thirdparty C++ dependencies
and some internal uses of `new` and `delete` too for it to make
sense to build without the STL on Android.
The option has been broken since 3.0, and the "System STL" that we
relied on for basic support of `new` and `delete` is likely to be
dropped from the NDK:
https://android.googlesource.com/platform/ndk/+/ndk-release-r20/docs/BuildSystemMaintainers.md#System-STL
(cherry picked from commit 2da1614beb)
Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.
Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.
Fixes#25262.
(cherry picked from commit 4b20959d99)
When adjusting the vertices of a navigation polygon, the tile editor would create a duplicate navigation polygon. So each time you made an adjustment, another copy of the polygon would be created.
(cherry picked from commit 6c83550dfc)
The match test was inverted. The rest of the changes
are documentation and cleanup.
Fixes#26346 and fixes#31192.
(cherry picked from commit b33042507b)
Spinning forever is clearly worse, especially since this happens on at
least FVWM even though the window actually is maximized.
(cherry picked from commit deb73001ab)
This makes sure that the classes internally represented with an
underscore (_) prefix, such as singletons, are still properly checked
for inheritance in the ClassDB.
(cherry picked from commit 05465b9693)
Use macros to ensure that `text`, `xl_text` and `id` are always set
using the same logic.
Fixes#25519.
Also fixes up #26914 when `p_id == -1` handling was only added for a
couple methods instead of all of them.
(cherry picked from commit 58dd5d0c78)
When relaying messages in multiplayer mode.
Could cause a crash in case a malicious client sends a bogus packet and
for those cases where a peer has just disconnected and a message arrive
from another peer with the disconnected one as destination.
(cherry picked from commit 17be67b8c7)
Both methods check against containers using relative paths as index,
so the `res://` part needs to be stripped.
Fixes#26009.
(cherry picked from commit ad8746e0de)
The WebSocketMultiplayerPeer was relaying the same message two times,
both in _server_relay and _process_multiplayer (which was only supposed
to store the packet, given the server was one of the destination).
_process_multiplayer now only store the packet, and calls _server_relay
which will relay the message to other clients if needed.
(cherry picked from commit d1539db2c6)