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janiskirsteins/tvos export #1
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…naries to avoid inspector whipeout.
Adds a few checks to ensure a debug collision mesh contains mesh data before attempting to add it to the gizmo draw list. This prevents errors when using SeparationRayShape3D, which is only intended to draw a single line, and contains no mesh data. Closes godotengine#100665
`NOTIFICATION_RESIZED` outputs errors, if `select_mode == SELECT_ROW`. This PR unifies the access to the item focus rect.
This change improves performance of the AgX tonemapper by allowing two matrix multiplications to be combined into one. This comes at the cost of loss of color information that could be correctly interpreted as positive RGB values in the Rec. 2020 color space. Additionally, an insignificant amount of error is intentionally introduced to the input color value to prevent the need for a second max function call before log2. The final negative color clipping has been removed to allow the tonemapper to return negative RGB values, similar to other tonemappers in Godot.
…ner` Exclude controls inside a `ScrollContainer` that are outside the visible area of the `ScrollContainer` when looking for focus neighbors.
Calculate based on the `ScrollContainer`'s space to eliminate possible rotation. The global rect already has applied the rotation, so it should not be used.
…tters Updated visual shader code to call generate_global_per_node() for nodes connected to VaryingSetter nodes, even if they don't connect directly to Output.
… in `CSGPolygon3D` The new property is called `path_rotation_accurate`.
Remove an unused `VBoxContainer`. Remove 3 unused children from grid (Label, Slider, SpinBox). Ignore sample input when old color is not displayed. Fix current color overbright position.
Clears NavigationObstacle3D on tree exit.
The Lightmapper expects a half float image anyway, so this is both more efficient and correct
This was due by the buffer being cleared on close (including in closing state) preventing further reads. This commit changes the close logic to only clear the buffer when the peer connection has been fully closed (acknowledged by the other end, or closed due to a "broken" connection).
… This shader runs for multiple directions, so the flip direction won't be accurate and just creates bad normals
Co-authored-by: Clay John <claynjohn@gmail.com>
…-paused Fix flickering in embedded game when paused
…o-dismiss Android: Keep swipe-to-dismiss disabled by default
…es-shortcut Fix Make Sub-Resources Unique shortcut focus
Update the app bundle's access and modified times to match the build time on macOS
…around Fix MSVC Variant Workaround
Avoid flipping normal based on facing direction when calculating SDF
Fix patch PCKs incorrectly marking imported resources for removal
…errun ItemList: Fix `text_overrun_behavior`
…e-web Add check for float texture linear filtering support
…ties Override mass properties for `Area3D` when using Jolt Physics
…equire_embedded_solutions Fix ProgressDialog in single window mode
…e_with_another_layer_of_hacks_what_can_go_wrong_huh Fix inspector jumping when gaining focus
Fix default `AudioBusLayout` not loading correctly if path is set in Project Settings
- Add `MOUSE_MODE_MAX` and various index checks
Change if false to if true "Emoji and Symbols" menu is enabled.
…cached-mouse-mode Delegate handling `mouse_mode` to the `DisplayServer`
Fix ColorPicker hide save/load swatches for presets_visible
…color-fix Fix framebuffer clear for particle collider heightfield.
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multi
selection-mode__focus_rect
meta access when resizingTree
AudioBusLayout
not loading correctlyScrollContainer
ScrollContainer
CSGPolygon3D
ColorPicker
remove unused children and fix sample bugs.BottomPanel
excessive width.ui_select
ColorPicker
inEditorPropertyColor
constructorend_bone_tip_radius
from SpringBoneSimulatorViewportTexture::get_size
BoxShape
to allow for zero-sized boxesTextureProgressBar
minimum size selection as maximum among all texturesCanvasTexture
rendering when updating channelstext_overrun_behavior
BackBufferCopy
.mingw
cstdint
includes for GCC 15Area3D
when using Jolt Physics