When opening the Godot editor and maximizing the window by double-clicking the
title bar, users are unable to drag the window with the mouse.
With this commit, `window_set_position` allows the maximized window to be moved
by dragging it. Only the fullscreen window won't be allowed to move.
Fixes#78758.
(cherry picked from commit d78cb43ec2)
When the progress dialog task for saving a scene ends, or when closing the "Open project" dialog, the DisplayServerMacOS::update_presentation_mode() method now restores those fullscreen functionalities with the flags NSApplicationPresentationAutoHideMenuBar and NSApplicationPresentationAutoHideDock, whereas before it would reset to NSApplicationPresentationDefault, which didn't allow that.
Fixes#86495
(cherry picked from commit a4f2e5210f)
PRs always use a merge into the repo on checkout, so checking for
`HEAD^1` will show all the changes regardless of the number of commits
in a PR
(cherry picked from commit 950743c3d8)
Update render_forward_mobile destructor to include instance buffers.
Update render_scene_buffers_rd cleanup to include weight buffers / blur
textures.
(cherry picked from commit dfa326ef55)
- Update Android gradle plugin version from 7.2.1 to 8.2.0
- Update gradle version from 7.4.2 to 8.2
- Update target SDK from 33 to 34
- Update build tools version from 33.0.2 to 34.0.0
- Update kotlin version from 1.7.0 to 1.9.20
- Update Android fragment version from 1.3.6 to 1.6.2
- Update AndroidX window version from 1.0.0 to 1.2.0
(cherry picked from commit e04a38775b)
This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.
(cherry picked from commit 26a220bd31)
Fixes#88712
All particle trail sections were activated at once on the first cycle, instead
of being spread out over the trail's lifetime.
(cherry picked from commit 9b2d77a238)
Synchronizers for spawned nodes were not correctly keeping track of the
net ID assigned by the remote, preventing the replication from
performing the proper cleanup.
This resulted in errors being thrown when sync messages were received
after despawn (which is possible due to their unreliable nature).
(cherry picked from commit 89dacb88ec)
Ensures that spawnable nodes (i.e. spawned nodes over which the local
instance has authority) always have a network ID, since they may lose it
after the multiplayer is reset (e.g. when changing the multiplayer peer).
(cherry picked from commit cb08f2a968)