Previous wording said that @GDScript referred to entries that could be accessed in any script. Although with common sense we could imagine that it is only refering to GDScript specific pieces of code, the wording is a little unclear.
In general there are small changes to the wording which makes it more clear and concise.
Wording change
Tried to match the wording up with my last change which should make it a bit easier to parse at a glance what the docs mean by "from any script"
Changed language from "not specific to" to "which work in any language"
After consulting multiple people the new wording seems easier to parse, even for non coders
Update doc/classes/@GlobalScope.xml
Update modules/gdscript/doc_classes/@GDScript.xml
Update modules/gdscript/doc_classes/@GDScript.xml
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
Fix an error where barriers are expected to be inserted for the swap chain textures.
Add the relevant synchronization stages and accesses to resources between frames.
Fix an error where debug labels weren't finished correctly between frames.
Breadcrumbs are now behind an optional macro as they currently lead to synchronization errors which are harmless.
`InputMap::ALL_DEVICES` and `InputEvent::DEVICE_ID_EMULATION` have the
same value `-1`.
Change value of `InputMap::All_DEVICES` so that it's different from
`InputEvent::DEVICE_ID_EMULATION`. `InputEvent::DEVICE_ID_EMULATION`
is part of the API and can't be changed without potentially breaking
projects.
Gather all special device constants in a single location inside
`InputEvent`.
Add a converter to project settings, that takes care of adjusting
project files during loading.
- Use the default Back cull mode to improve performance slightly
and prevent obstructing the camera.
- Fade probes when the camera gets close as to be less intrusive.
`core/os/os.h` doesn't use `core/io/image.h`. It just brings
transitive dependencies. Lots of dependencies because `core/os/os.h`
is transitively included in almost every file of godot
Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h`
were used to prevent obscure errors involving `Ref<Image>`
^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by
corresponding .h file with the same name
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This reduces memory usage a bit in case multiple placeholders were
requested, e.g. when using multiple NoiseTextures with no noise property
defined.
The placeholder texture's appearance was also changed from a plain magenta
color to a checkerboard alternating between magenta and black pixels.
This makes it easier to spot when the placeholder texture ends up
being used in a complex scene (usually by accident).
The texture's dimensions remain identical to keep the physical size
identical in 2D.
Also adds a new possible texture layout and API trait to support a particular behavior in D3D12 where only the COMMON layout is supported in copy queues. Fixes#98158.