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Update stable #10349
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Update stable #10349
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[4.3] Add multiple renderer support to Advanced Postprocessing
* Update physics_introduction.rst The docs page for raycasting provides a link to the physics introduction page for how to set a collision mask on a raycast created in code. The physics introduction page does not mention export annotations for exporting a collision mask. This pull request adds a brief bit about exporting layer masks, and links to the export annotation docs. --------- Co-authored-by: tetrapod <[email protected]>
# Conflicts: # tutorials/scripting/gdscript/gdscript_basics.rst
update editing pages online instructions in contributing_to_the_documentation.rst # Conflicts: # contributing/documentation/contributing_to_the_documentation.rst
Update release support timelines: 4.4 ETA, 3.6 is released # Conflicts: # about/release_policy.rst
* Add a gdextension online documentation guide. --------- Co-authored-by: Hugo Locurcio <[email protected]> Co-authored-by: Patrick Exner (FlameLizard) <[email protected]>
Adds a warning note to shading_language.rst. GDShader does not initialize local variables to 0, and an uninitialized local variable can contain an arbitrary value.
- Flesh out the introduction.
Add additional context on where the Browse button is located. Mention the Browse button in the instructions for creating a new project.
Since Godot 4.2, rendering 2D in HDR is once again possible.
Removes notes about features being introduced in 3.x minor versions. In 4.x, these details are no longer relevant.
* Document `rand_weighted()` in Random number generation --------- Co-authored-by: Max Hilbrunner <[email protected]>
* Replaced "foo"/"bar" example values with "my value". * Changed C# public field to property and GDScript to match. * Used PascalCase for C# property. * Used camelCase for C# local variable. * Used "var" for C# local variable declarations. * Used PascalCase for GDScript class/script variable. * Improved clarity of comments documenting expected output. * Eliminated horizontal scroll in C# code example. * Fixed a comma splice in the page text. * Removed an out-of-date warning block.
…r desktop editor pages
Compares the performance of C#, GDScript, and C++. Co-Authored-By: Hugo Locurcio <[email protected]> Co-Authored-By: Andre Sacilotto <[email protected]>
* Clarify Area2D warning behavior * Apply suggestions from code review --------- Co-authored-by: tetrapod <[email protected]>
Co-Authored-By: Edwin <[email protected]> Co-Authored-By: Hugo Locurcio <[email protected]>
Add paragraphs describing the differences between PackedArray and normal or typed Array. --------- Co-authored-by: tetrapod <[email protected]>
…d iOS - Reorder instructions to mention ARM64 builds first in macOS, as this is the primary architecture in use now (with all new Macs since 2023 being sold with Apple Silicon only). The `lipo` command still works as before, as it infers the architecture from the input files. - Remove the manual bundle generation steps to make the page shorter (similar to Compiling for Android). - Remove references to the master branch (this was only relevant when 4.0 was still in development).
…#10323) * Plugin now bundled with rider so can't be installed As of Rider 2024.2 the plugin is bundled with the software and can't be installed which can be confusing. https://plugins.jetbrains.com/plugin/13882-godot-support --------- Co-authored-by: tetrapod <[email protected]>
This is done for several reasons: - Recent CPython versions such as 3.13 have mostly caught up with Pyston in terms of performance. If the trend continues, CPython may supersede Pyston's performance in the long term. This is especially the case if the experimental JIT is eventually able to run Godot's SCons setup. - Pyston is not maintained anymore (its last release was in 2022), and the last Python version it can run is 3.8. Python 3.8 is now end-of-life. Godot's SCons setup (as well as SCons itself) will eventually require Python versions newer than 3.8.
It's `godot.editor.html` since Godot 4.0.
`os/file_access.h` moved to `io/file_access.h` in 9e328bb5b: godotengine/godot@9e328bb5b
4.3 cherrypicks
CI: Integrate pre-commit for style checks
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