New contributors added to AUTHORS:
Rindbee, Vitika9
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit ce959dc753)
Keep applying the windows entropy patch (UWP support).
Remove no longer needed padlock patch.
Update thirdparty README to reflect changes, and new source inclusion
criteria.
(cherry picked from commit e375cbd094)
This was actually disabled by mistake in 3.4 causing a regression, but since
this issue survived the whole 3.4.x series and it's now very close to 3.5,
it's too late to change it again.
We might consider it for 3.6 after some beta testing.
Fixes#55037.
(cherry picked from commit 7de45b6203)
Fixed UI bug where it appeared that pushing the up or down incrementing
arrows did not increment the SpinBox value appropriately. Just needed
to increase the size of the box horizontally, to display four decimal
points consistently.
(cherry picked from commit 09658f7e3b)
Moving objects being added during instance_moving_create() were incorrectly not forcing a full check to find which room they were within. This could result in moving objects being re-added not correctly identifying their current room, and thus culling incorrectly. This PR forces a full check on calling instance_moving_create.
(cherry picked from commit e7a73579e3)
The validation logic for Min Sdk and Target Sdk was flawed as it triggers
errors for users not using Custom Build even if they never modified the
values themselves.
The default values for those settings get saved in `export_presets.cfg` and
thus the error gets triggered when moving from 3.4.4 or earlier to 3.4.5, as
the target SDK changed from 30 to 31.
So instead we just show a warning to make users aware of this non-default
Min Sdk or mostly Target Sdk that might be in their preset.
We also warn when they do use Custom Build as the target SDK 30 would likely
still be an upgrade issue and not an intentional choice, especially given
that Google Play will now require SDK 31.
The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.
The valid range for both options is no longer limited to Godot's own default
target SDK, but can accept higher values (they are not guaranteed to work,
but they might).
To be able to display warning, the relevant code is backported from 30ee208bd.
Fixes#62465 without breaking compatibility for 3.4.5.
While "returns an empty Variant" technically valid (it's constructed
as `Variant()` in C++), "returns null" is more intuitive to users.
(cherry picked from commit 109f968171)