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[pull] master from godotengine:master #137
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Adds a flag to guard button_up and button_down events based on whether button_down has been previously emitted. Buttons now emit button_up signals if they have emitted button_down and subsequently lose focus, do not emit button_up if they gain focus while ui_accept is still pressed, and do not emit multiple up/down signals if multiple ui_accept keys are pressed simultaneously.
This new method allow you to get the line offset of the current selection (returns -1 if nothing is selected.) This is useful if you want to pop up a control or menu above the currently selected text. Previously there was no accurate way to get this information. The logic is moved from the implementation of `scroll_to_selection` verbatim, and that method has been adjusted to avoid repetition.
reimport_append is used by gltf_document, fbx_document and editor_import_plugin. The first two will never call it when importing == false. It's only the editor_import_plugin that should guard against that. https://docs.godotengine.org/en/stable/classes/class_editorimportplugin.html#class-editorimportplugin-method-append-import-external-resource The motivation of removing the check from gltf_document call path is to be able to test nested imports (texture embedded in gltf).
Blender imports will always start within `.godot/imported` folder because we first convert the .blend file to .gltf, store it in `.godot/imported` and run the import from there, so on-disk resources linked from .blend files end up with duplicate textures.
This PR updates the `DisplayServer::virtual_keyboard_get_height()` method to return 0 with a warning instead of throwing an error when the virtual keyboard is not supported.
Fixes edge case where `0` encoded as `uid://` instead of `uid://a`, and fixes the size of the temporary buffer storing encoded UID strings.
… similar unsafe `ptr()` uses).
… GPUParticles3D to CPUParticles3D and vice versa
Likewise in ResourceFormatText and JSON.
show_image, fullsize and use_filter are now supported too. bg_color, image and minimum_display_time were already supported previously.
Move UV editor to bottom panel to allow realtime preview of results. Rename the editor to Polygon editor. Refactor enums and rename polygon editor members. Remove "uv" prefixes and clarify some names. Reorder/regroup some members in header file.
Don't toast shader code
Fix incorrect Unicode key mapping on Windows
[Core] Fix UID encoding
Fix ProjectTag button variation
Preserve emission ring shape properties during conversion from GPUParticles3D to CPUParticles3D and vice versa
Consolidate `Variant` int and float conversion functions to reduce duplicate logic.
Remove TODO from RenderingDevice regarding thread safety.
Don't scroll to selected file in FileSystem when saving scenes
Speed up `Line2D._edit_get_rect()`
Fix converting root Sprite2D
Don't print error when updating terrains tree without layer
…layback Stop AudioStreamPlayback only if it's not playing
…-setting Add an editor setting for the GridMap grid color
…rsor Make the GridMap editor cursor translucent
…rning Fix warning in CollisionPolygon2D documentation description
Update Light2D `rect_cache` even when not using shadows.
…termittently Fix embedding failing intermittently
Make sure marked nodes are reset on scene change
Move enum BoneAxis to SkeletonModifier from LookAtModifier
Fix embedded game focus border
Improve OpenGL 3 fallback documentation wording
Android Editor: Fix themed icon
Editor: Fix crash when using `--import --verbose` due to use-after-free
[Dictionary Property Editor] Use property editors instead of labels to display keys.
Add support for colored shadows in LightmapGI
[Windows] Fix StatusIndicator crash with empty tooltip (and few other similar unsafe `ptr()` uses).
Add test for GLTFDocument
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Created by pull[bot] (v2.0.0-alpha.1)
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