These properties look like they were intended to be internal but they were missing the `PROPERTY_USAGE_INTERNAL` flag.
- `PackedScene::_bundled`
- `PortableCompressedTexture2D::_data`
- `ImporterMesh::_data`
Since the same argument is used, `SceneState::get_node_deferred_nodepath_properties()`
should use similar logic to `SceneState::get_property_value()`.
Make `SceneState::get_property_value()` to return whether the property is deferred.
- Unify documentation, hoping to clear misconcepctions about about propagation of the cache mode across dependant loads.
- Clarify in docs that `CACHE_MODE_REPLACE` now also works on the main resource (from #87008).
- Add two recursive modes, counterparts of `CACHE_MODE_REPLACE` and `CACHE_MODE_IGNORE`, since it seems some need them (see #59669, #82830).
- Let resources, even loaded with one of the ignore-cache modes, get a path, which is useful for tools.
The sub-scene root node will be set successively in the sub-scene and the main scene.
The PR is simply to determine intent from the record. Mainly the cases when
`resource_local_to_scene` is enabled in main scene.
When updating resources according to the records of the main scene, use the
`scene_unique_id` in the main scene to prevent the ID of the resource from
changing continuously when saving the scene.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Adds a CONNECT_INHERITED flag to connections, only available in editor builds. This flag denotes that the signal has been inherited from a previous Scene in the instancing hierarchy.