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pull #4
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pull #4
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Removed erroneous check, which caused _inv_mass not to be calculated when RigidBody2D or RigidBody3D used both custom center of mass and custom inertia.
Use absolute transforms for CharFX fix formatting
This makes sure that running scenes in debug mode (from the editor) does not crash Godot. In export mode it should already work correctly, because editor-only singletons are never registered in the first place.
Exposes the functionality used for ui navigation
Updates to volk, vulkan headers, `vk_enum_string_helper.h`, VMA, glslang, spirv-reflect. VMA doesn't tag SDK releases specifically, and still hasn't had a tagged release since 3.0.1, but the Vulkan SDK now seems to ship a recent master commit, so we do the same.
... when arrow keys are pressed up or down.
Document special case of identical canvas layer index.
This also changes the layout of the installer window to better separate configuration of the installation and the expected output.
- Implements `ClassDB::get_method_list_with_compatibility` to retrieve all methods from a class including compat methods. - C# bindings generator now also generates compat methods. - All generated C# methods now use `ClassDB::get_method_with_compatibility`.
Typing a single or double quote in an external editor triggers auto-completion. The returned CompletionItem should not include quotes since they're already in the editor. CompletionParams was missing context in to_json() and this is required to detect whether a quote was typed.
I couldn't tell whether this has an actual purpose and it feels more like a debug remnant. We also need to be able to disable vsync in the editor for the WIP Wayland backend (in the EGL driver) as it does manual frame throttling.
The importer already checks if a mesh has vertex colors and enables vertex colors on the material using it. Before this fix, GLTF importer would force shader generation to use vertex colors even if the scene did not have vertex colors at all, or did not need them; causing inefficient shader and PSO generation.
Co-authored-by: Guilhermev25 <guilhermeferreira2529@hotmail.com>
…ervers [Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
…-process-priority-of-node-in-editor Fix can not set process priority of node in certain cases
…ev-assert-assignment-typo Fix typo in dev assert in NavMeshGenerator2D
C#: Remove compat method that is now generated
Allow readonly and writeonly C# properties to be accessed from GDScript
…eclaration-warning GDScript: Add `INFERRED_DECLARATION` warning
Add error checks for DirAccess creation
Optimizing glow behaviour
…ache_key Add device info to GLES3 shader cache key hash
…odules [Modules] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
GLTF: Add root node export options and GODOT_single_root extension
…on-time-float-error Fix animated tile time-slice calculation accumulating float errors
…-pressed-buttons Color match editor log toggles and flat pressed buttons
…_there Fix submenus deleted accidentally
Check if input marked handled before processing additional CollisionObjects
…log-side-menu Allow adding a custom side menu to EditorFileDialog
…nds-in-help Use bound theme properties for documentation
Optionally include documentation in GDExtension API dump
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