The following is the currently generated `EditorImportPlugin.cs`:
```csharp
public virtual Error _Import(string sourceFile, string savePath, Dictionary options, Array<string> platformVariants, Array<string> genFiles)
{
return Error.Ok;
}
```
This fixes the type signature in the documentation's example to match the
actual type signature.
Before, multiple capability events would instantiate the same object
over and over as long as its bit was set. This caused issues with
hotplug and device suspension.
`GDExtension::open_library` has a check in it to see if the library was loaded
from a temp file, and if it was to restore the original name as that is the one
we actually care about. This check is breaking extension reloading on Mac when
the library path is to a framework folder, as the file inside the framework
will not generally be the same name as the folder.
This check also shouldn't be necessary even on Windows, which is the only
platform that uses `generate_temp_files`, since disposal of the created temp
file is handled within `OS_Windows::open_dynamic_library`, and
`GDExtension::open_library` (which is the only function to call
`open_dynamic_library` with a `p_data` argument) only cares about the original
library file path and has to do extra work to remove the name of the temp file.
Instead, I have removed that check and set `OS_Windows::open_dynamic_library`
to return the name of the original file and not the name of the copy.
This fixes GDExtension reloading on macOS. I do not have a Windows machine
available to test that it still works properly on Windows, so someone should
check that before merging this.
Fixes#89119
Add dummy LightmapInstance and Lightmap resources for headless rendering
Prevents the RenderingServer from crashing when it accesses
lightmap_instance->base_data
Windows socket implementation is, as usual, broken in many ways.
This includes `setsockopt` failing to set `TCP_NODELAY` if the socket is
still in a connecting state.
This also means we need to keep polling the IP resolver until the socket
reaches the CONNECTED state (so it can set the TCP_NODELAY after the
connection is successful).
Godot supports sending messages to "all but one peer" by sending a
packet with a negative target (the negated ID of the excluded peer).
The relay protocol was incorrectly interpreting the values and relaying
the message to the wrong peers.
This issue only affected "send_bytes" since the other subsystem (RPC
and replication) "resolves" the correct IDs client-side (to match
visibility information).