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[pull] master from godotengine:master #138
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Previously, the MetalFX scaling modes were only displayed in the `macos` and `ios` feature tag overrides if the editor had Metal support enabled. However, this is only available on the macOS editor, which caused two issues: - You couldn't set the 3D scaling mode to MetalFX for `macos` or `ios` if you were using the editor on another platform. - If you opened a project that was last edited on macOS with MetalFX scaling modes set for these overrides, it would show an unknown value or revert to the default when saving to the project (as the enum value didn't exist anymore on your end).
Use `thread_local` for `bones_backup`
Stop EditorNode from refreshing the current scene tab when not needed
[TextServer] Improve embedded objects handling performance.
[Export] Allow using ICU data from export templates instead of editor embedded data.
Add priority-based blending to reflection probes.
Implement `DisplayServer.window_start_resize`.
Fix Script metadata usage
…ission-textures Fix ParticleProcessMaterial not using same offsets for emission textures
…n-all-platforms Show MetalFX options in the Scaling 3D Mode enum on all platforms
Tween code improvements
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Created by pull[bot] (v2.0.0-alpha.1)
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