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Merge commit godotengine/godot@f128f38 #886
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This makes Tab and Enter act identical by default for autocompletion. If Shift is held, the suggestion is added in-place without the word being replaced. This matches the behavior found in Visual Studio Code where the following occurs: - Pressing Tab accepts the suggestion and replaces the word. - Pressing Enter accepts the suggestion and replaces the word. - Pressing Shift + Tab accepts the suggestion and doesn't replace the word. - Pressing Shift + Enter accepts the suggestion and doesn't replace the word.
`LightmapGI`'s documentation currently doesn't mention the fact it only bakes nodes under its parent. This can make the user think there is something wrong with their scene setup or 3D models, as it refuses to bake when the user's models / world isn't under the same parent as the `LightmapGI`.
Closes #85261 Co-authored-by: jsjtxietian <[email protected]>
`Viewport.get_stretch_transform()` returns the automatically computed 2D stretch transform. Combined with `Transform2D.get_scale()`, this is useful when using the `canvas_items` stretch mode in a project. There are many situations where knowing this factor is useful: - Divide Camera2D zoom to keep the size of the 2D game world identical regardless of the 2D scale factor (so that UI elements can still be scaled). - Make certain controls always drawn at 1:1 scale (e.g. for the crosshair in a FPS). This is done by dividing the Control node's scale by the scale factor.
This PR aims to help "fix" #43440
Fixes #99592 The following variables were set too early, and later code never ran.. prev_shader, prev_variant, prev_spec_constants variables These variables were shared in two different branch conditions but were updated inside the first one, so the second could never be true.. The condition to update lighting also should check prev_spec_constants since it updates that uniform.
Changes navigation map performance monitor to use a struct as it is easier to pass to sub functions.
Add Camera3D preview in Inspector
Ensure primitive meshes are created before connected to changed signal.
Add unit tests for UDPServer
Generate thumbnails on imported scenes.
Use Vector4 for texture mask in BaseMaterial to avoid converting to and from Plane
Style: Downgrade `.clang-format` arguments to 17.x
Fix crash when re-importing model with AnimationPlayer panel open and node selected
Fix Camera3D::project_position() when depth=zfar
…upport Implement extension support for native file dialog on Android
Add descriptions to RDVertexAttribute's properties
Add ShadowCastingSetting to MeshLibrary / GridMap items
…-factor Add a Viewport method to get automatically computed 2D stretch transform
…n-isolation-headers [Web] Ensure editor crossorigin isolation headers
Add theme type variations for secondary Trees and ItemLists
Fix uneditable `LineEdit`, `TextEdit` and `CodeEdit` virtual keyboard popup on mobile
Update `screen_get_scale` documentation.
LSP: Fix spec violations that break the VSCode outline
Improve documentation for tooltip-related methods
…-replace-if-not-shift Make TextEdit autocompletion replace word unless Shift is held
Show file names in remove files confirmation dialog
Automatically resolve initial and final action for draw lists.
…urn-value Android: `OS.create_instance()` should return `-1` on failure
Fix `ScrollBar` grabber mouse input ignores scroll content margins.
tindrew
approved these changes
Nov 27, 2024
mcdubhghlas
approved these changes
Nov 27, 2024
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