- Parse `.po` files from `doc/translations/*.po` like already done
with `editor/translations/*.po`.
- Add logic to register a doc translation mapping in `TranslationServer`
and `EditorSettings`.
- Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`).
Strings are automatically dedented and stripped of whitespace to ensure
that they would match the translation catalog.
- Use `DTR()` to translate relevant strings in `EditorHelp`,
`EditorInspector`, `CreateDialog`, `ConnectionsDialog`.
- Small simplification to `TranslationLoaderPO`, the path argument was
not really meaningful.
(cherry picked from commit 4857648a16)
Change extract script `path` argument to support specifying multiple
paths, like `makerst.py`. This prevents parsing invalid XML files while
scanning the whole repository.
(cherry picked from commit 87d23bf85a)
When packing a scene node which is not the root, errors where caused
by internal checks in is_editable_instance method.
This check can be safely made outside instead.
(cherry picked from commit 2f6cf3b8a8)
These changes improve Rayshape behavior for Godot Physics 2D and 3D
when using move_and_slide with and without snapping.
Kinematic margin is now applied to ray shapes when handling snapping
collision tests and separation raycasts to help getting consistent
results in slopes and flat surfaces.
Recovery is calculated without the margin and a depth of 0 is still
considered a collision to stabilize results when on flat surface.
Recovery depth takes into account the current recovery vector (just like
test_body_motion) to fix jittering issues with multiple ray shapes due
to applying too much recovery.
Allows more flexible collision detection with different safe margin values.
Kinematic body motion changes in 2D and 3D:
-Recovery only for depth > min contact depth to help with collision
detection consistency (rest info could be lost if recovery was too much)
-Adaptive min contact depth (based on margin) instead of space parameter
Create GLTFSkeleton at the same time we create GLTFNode objects.
Create GLTFSkin at the same time we export MeshInstance3D
Fixes export of blend shape arrays for meshes with multiple surfaces.
Fixes array indexing issues in export of glTF morph target animations.
Converts BoneAttachment3D nodes during normal node creation: this avoids
special cases during mesh export, and especially exporting skeletons or meshes
which are children of BoneAttachment3D.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This can be used to free some CPU cores when baking lightmaps.
When using fewer CPU cores, lightmap baking is slower but background
tasks aren't slowed down as much.