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[pull] master from godotengine:master #146
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This property needs to be set before the particles can be used. It should not be hidden away in an unrelated sub menu
The purpose of this code is to expose the necessary functions for users and engine devs to develop tooling for properly timing and seeking inside particles. Co-authored-by: Hugo Locurcio <[email protected]> Co-authored-by: A Thousand Ships <[email protected]> Co-authored-by: Tomasz Chabora <[email protected]> Co-authored-by: Rémi Verschelde <[email protected]>
Most important is a fix for an occasional crash due to a use-after-free bug. A number of API availability declarations were updated to include tvOS. The code is now simplified and generic for all platforms, which makes way for future tvOS support. Co-authored-by: A Thousand Ships <[email protected]>
…etch in radial modes 1) Code is splitted into 3 sections: - draw `under` texture; - draw `progress` texture + draw radial modes reference cross; - draw `over` texture. Each draw texture section handles nine-patch stretching. Except for the progress texture in radial modes, which does not support nine-patch stretching. 2) The reference cross position now is not misaligned to real center position (`floor()` call removed). 3) The reference cross drawing code is additionally surrounded by `TOOLS_ENABLED` check.
Co-authored-by: Stronkkey <[email protected]>
…cific scene in XR or regular mode The functionality is only activated for the XR Editor, when a project has OpenXR enabled.
Supported features in the immersive preview mode - Passthrough - Hand tracking Notes: - Multi-window is only available for internal apps on PICO OS, therefore launching adjacent windows is not possible currently. - Passthrough splash screen is not supported on PICO OS
This allows developers to override the default launching activity (`com.godot.game.GodotApp`) with a custom one if desired. Logic is added to fallback to the default launching activity if the implicit launch fails.
Allow dragging selection when selecting whole words in `RichTextLabel`
Implement particle seek request and seed options.
…ve_path Compare localized path against editor scene path when reloading
Move texture property back to the top level of the Particles inspector.
…rying Prevent using boolean varyings in vertex function of visual shaders
…tching Tweak `TextureProgressBar` `NOTIFICATION_DRAW` to support 9-patch stretch in radial modes
Metal: Fix occasional use-after-free in Metal driver
[XR Editor] Allow specifying whether to play the current scene or a specific scene in XR or regular mode
Allow prefixing with '%' to set a node as unique in the Scene Tree Dock
Improve performance of changing compound shapes when using Jolt Physics
Add PICO OS Immersive Mode
…lugin_redrawPerformance Improve `NavigationLink3DGizmoPlugin::redraw` performance
Use `GetFileAttributesW` for checking file existence on Windows
Fix double emission of `NOTIFICATION_WM_GO_BACK_REQUEST`
Allow removing files in the file search
Allow smaller minimum width of VersionControlEditorPlugin
[RTL] Fix "fade" effect char index calculations.
Add `has_custom_data()` to TileData
Optimize `String` `==`, `ends_with` and `begins_with` by using `memcmp`.
…itor Use implicit launch when running a Godot Android project from the editor
Expose OpenXR action handles to GDExtension
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Created by pull[bot] (v2.0.0-alpha.1)
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