Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merge commit godotengine/godot@cb411fa #855

Merged
merged 210 commits into from
Nov 12, 2024

Conversation

Spartan322
Copy link
Member

No description provided.

dalexeev and others added 30 commits July 3, 2024 09:49
This also adds an example sky shader for using a cubemap as a skybox.
This solution should be preferred to converting the cubemap texture
to a panorama sky, as that method implies a loss in quality compared
to the source cubemap.
Open polygon editor in point editing mode if there's no polygon yet. Disable other modes until points are added.
…Shape3D, by fixing the value bounds_grid_width and bounds_grid_depth passed
…f customizing texture resources.

The list of types that should not be both customized and skipped was created through trial-and-error with the following import types:

- AnimationLibrary
- BitMap
- Translation
- CompressedCubemap
- CompressedCubemapArray
- FontFile
- FontFile
- FontFile
- RDShaderFile
- Image
- AudioStreamMP3
- AudioStreamWAV
- ArrayMesh
- PackedScene
- CompressedTexture2D
- CompressedTexture2DArray
- CompressedTexture3D
- AtlasTexture
- AudioStreamOggVorbis

The reason `skip()` should not be called is because the original resource will now point to the `.ctex` (or equivalent) file of the resource that replaced it. In this scenario, the `.ctex` file that was initially referenced by the original resource will no longer be included in the project.

Co-authored-by: Tomek <kobewi4e@gmail.com>
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This is useful for troubleshooting purposes and debug menus.
When exporting a project, resources are often moved, converted or
remapped (source import files are gone, text scenes are converted to binary,
etc).

This new function allows to list a directory and obtain the actual original
resource files.

Example

```GDScript
var resources = ResourceLoader.list_directory("res://images")
print(resources)
```
Result will be something like:
```
["image1.png","image2.png","image3.png"]
```
instead of
```
["image1.png.import","image2.png.import","image3.png.import"]
```
This change avoids the problem known as 'Static Initialization Order Fiasco' (SIOF).

See the following PR for more explanation: godotengine/godot#94683

Co-authored-by: Gabor Koncz <gabor.koncz@migeran.com>
Currently, if a user or some resource exposes a path in a script,
if this references a resource path it will be saved as a full path.

This will make refactoring not work if the resource pointed towards
changes location or is renamed.

This change makes it so an uid:// path is saved internally in case
a path to a resource has been selected, effectively making it refactor proof.
- Align OptionButtons
- Remove unnecessary ellipses from title
- Don't translate marker names
Repiteo and others added 23 commits November 12, 2024 12:12
Improve `Tween.set_ease` and `Tween.set_trans` documentation
Make TranslationServer singleton variable inline.
…nap-fix

Fix animation editor snapping value not lowering as intended when holding shift
…rguments

Core: Fix `Callable.get_bound_arguments{,_count}()` return incorrect data
Restore the original `Godot` preset zoom modifier
Windows: Avoid child processes inheriting all file handles
[WS] Implement wslay unbuffered message parsing
Android: Add various media permissions
[mbedTLS] Keep reading/writing partial until "would block"
…us-oddities

Fix more miscellaneous oddities around the class reference
[OS] Add functions to determine standard I/O device type.
…ulation

Add support for `print` command in local (command line `-d`) debugger
Fix some strings not caught by editor pseudolocalization
Fix `PopupMenu.id_focused` signal using index as ID
Fix inverted vertical zoom interaction in animation curve editor
…_edit

Fix `total_visible_line_count` calculation when removing and clearing `TextEdit`'s text.
…ethods

Expose `get_editor_toaster` method to `EditorInterface`
…as_debug_builds

Update the `production` build argument for Android Studio debug builds
@Spartan322 Spartan322 merged commit ac1a497 into Redot-Engine:master Nov 12, 2024
20 checks passed
@Spartan322 Spartan322 deleted the merge/cb411fa branch November 12, 2024 20:29
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.