v1.6.0
What's Changed
- Finish constructing the objects we build by @saworbit in #212
- Build the field trial harness by @saworbit in #202
- Fix #214: script_patch_method with symbol_type variable deletes the declaration by @saworbit in #222
- Fix #224: scene_set_property declares no JSON type for value, so clients guess a by @saworbit in #226
- Record the second field trial by @saworbit in #219
- Stop reporting success for changes that did not happen by @saworbit in #220
- Design the loop, and build the fix half of it by @saworbit in #221
- Fix #216: scene_set_property rejects whole numbers for float properties, so anch by @saworbit in #223
- Fix #225: Type-mismatch errors name the property's type but never the value's, s by @saworbit in #228
- Let the body alone decide whether merging closes an issue by @saworbit in #229
- Keep the blank lines after a patched symbol by @saworbit in #230
- Stop reporting a retention gap on a first read from cursor 0 by @saworbit in #231
- Say a TileMapLayer has no TileSet, and let engine rejections keep their status by @saworbit in #233
- Read imported asset UIDs out of .import metadata by @saworbit in #232
- Add script_create and stop resource_create writing to any path by @saworbit in #234
- Let a game session be seen, and refuse a viewport with no size by @saworbit in #235
- Take vectors, colours and resource paths as property values by @saworbit in #236
- Ignore out-of-source build trees by @saworbit in #238
- Keep a client off the connection recycle boundary by @saworbit in #237
- Rename a symbol where Godot serializes it, and say where it did not by @saworbit in #239
- Watch a running game for conditions that must stay true by @saworbit in #240
- Cast many rays in one dispatch by @saworbit in #241
- Ask whether a body fits, not whether a line is clear by @saworbit in #242
- Give Didi a mark, a wordmark, and the assets they generate from by @saworbit in #243
- Read a ShaderMaterial's uniforms by @saworbit in #244
- Set a shader uniform, undoably by @saworbit in #245
- Describe a VisualShader as nodes and links by @saworbit in #246
- Show the mark in BRAND.md instead of only describing it by @saworbit in #247
- Stop rebuilding C++ when only the brand docs change by @saworbit in #248
- Ask what a camera can see by @saworbit in #249
- Report the value a shader uniform actually has by @saworbit in #251
- See depth and orientation instead of guessing them by @saworbit in #252
- Show a proposal before making it by @saworbit in #253
- Document the calls the reference gets wrong by @saworbit in #254
- Say why the transport gave up by @saworbit in #255
- Say whether the engine is still there by @saworbit in #256
- Check a proposal before the project sees it by @saworbit in #257
- Ask again when a call that changes nothing loses its connection by @saworbit in #261
- An in-editor console for the bridge by @saworbit in #262
- Bring the documentation in line with the editor console by @saworbit in #264
- Run a proposal, and put it in place once it passes by @saworbit in #263
- Documentation audit: fix an unreachable guide and a plan that disagreed with the code by @saworbit in #265
- Say which node painted which pixel by @saworbit in #266
- Say why the engine answer is unknown by @saworbit in #267
- Stop deleting the board when the save cannot replace it by @saworbit in #271
- Keep paths wide until the last moment on Windows by @saworbit in #272
- Keep build trees out of the index and drop it after a write by @saworbit in #273
- Give every docs page a home and one changelog section per category by @saworbit in #274
- Wait out a held blackboard lock instead of erroring by @saworbit in #275
- Stop the two class reference copies racing each other by @saworbit in #276
- Drive a running game and report where it stopped responding by @saworbit in #277
- Do not blame a proposal for what the copy already said by @saworbit in #278
- Measure the baseline before the proposal, and cancel both watches on shutdown by @saworbit in #281
- Release 1.6.0 by @saworbit in #282
Full Changelog: v1.5.0...v1.6.0