In practice this only happens when duplicating a node which is not in
the scene tree yet, as nameless nodes get assigned a generated name
when added to the scene tree.
Fixes#27319.
(cherry picked from commit 0823ae7ae4)
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)
If bake interval is a multiple of the curve length, the curve would return NaN for some offset values (when `frac == 0.0`, it matches the start and end of the curve segment so `fmod == 0.0`, `frac` becomes NaN)
```
# Godot 3.1.1
var c = Curve3D.new()
c.add_point(Vector3())
c.add_point(Vector3(0.5,0,0))
c.add_point(Vector3(1,0,0))
c.bake_interval = 0.5
c.interpolate_baked(0.5) == Vector3(NAN, NAN, NAN)
```
(cherry picked from commit 6bd271139d)
When calling call_group from C++, the function name is not passed on to
call_group_flags, resulting in first argument being mistakenly used
instead of function.
(cherry picked from commit 7240701ec9)
Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes#26135.
(cherry picked from commit fc370b3feb)
Closes: #30969
The FG rectangle of the progressbar is incorrect when dealing with a non-zero border. This issue stems from wrong order of operations when drawing the rectangle: int p = r * get_size().width - mp;
(cherry picked from commit 7db96e22dd)
If a non-imported texture resource file (e.g. DDS) gets updated the editor
doesn't reload it. The cause of the problem is two-fold:
First, the code of ImageTexture assumes that textures are always imported
from an image, but that's not the case for e.g. DDS. This change thus adds
code to issue a resource reload in case an image reload is not possible
(which is the case for non-imported texture resources).
Second, the code is filled with bogus calls to Image::get_image_data_size()
to determine the mipmap offset when that should be done using
Image::get_image_mipmap_offset(). Previous code literally passed the integer
mip level value to Image::get_image_data_size() where that actually expects
a boolean. Thus this part of the change might actually solve some other
issues as well.
To be pedantic, the texture_get_data() funciton of the rasterizer drivers is
still quite a mess, as it only ever returns the whole mipchain when
GLES_OVER_GL is set (practically only on desktop builds) but this change does
not attempt to resolve that.
(cherry picked from commit e34eb5c26c)