This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.
For performance this is done directly in `String::parse_utf8`.
Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.
Supersedes #63717.
(cherry picked from commit 1418f97c70)
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
Previously it was used only on debug builds, but recent
additions to variant_call.cpp have made that unit too
large even in release_debug.
It was originally set to debug only because using it
breaks mingw, so this only reinstates it for MSVC where
it shouldn't have any drawbacks (famous last words).
Test-Information:
Builds for me with
scons -j 40 platform=windows target=release_debug
and my game then runs from it.
(cherry picked from commit d8900e0020)
This fixes an issue with visual scripts spamming error messages
in the editor when running the project with the remote scene tree
visible.
(cherry picked from commit 829c824755)
Selecting nodes in the Scene dock automatically switches to the relevant 2D
or 3D viewport. This behavior can be annoying while using the Script Editor
and wanting to inspect node properties, so it's now disabled by default when
the Script Editor is active.
This new behavior can be changed back to the previous auto-switching using
the `text_editor/navigation/stay_in_script_editor_on_node_selected` editor
setting.
(cherry picked from commit c4433c3793)
New contributors added to AUTHORS:
Rindbee, Vitika9
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit ce959dc753)
* Added additional information to the camera documentation to explain
how the 'current' attribute behaves when multiple cameras are in a
scene.
(cherry picked from commit 349c750b18)
Some logging messages were still being issued when portals/debug/logging was false. This could be annoying in games that stream in parts of levels and repeatedly call `rooms_convert()`.
This PR allows all but essential logging to be disabled.
In situations where rooms are converted multiple times, the previous room hint ID can reference a room number that is out of range of the new number of rooms. This fixes the bug by checking the room hint ID is within range.