Due to a lack of variable name, the BVH lock guards lifetimes previously did not cover the whole function call.
This is fixed, and the warning message for contention is removed as multithread mode seems to be desired in production in 4.x.
Add functions to CoreConstant so enums can be properly deduced. Also add
the enums in release builds to make consistent with ClassDB enums and
avoid differences in script compilation between debug and release.
* Description of `ui_text_submit` action should be "Submit Text" instead of "Text Submitted".
* Spell out "Animation" instead of using "Anim.".
* Treat "Max" as regular word instead of writing "Max.".
* Use generic "Set %s" for action name instead of a dedicated "Set target_position".
* Add translator comment for:
* "Inclusive" and "Self" in the profiler.
* Places where it needs the context about being an editor progress label.
* "Duplicated Animation Name" since it's refering to the new name of a duplicated animation.
* Disambiguation of "View Plane Transform", "Paste Selects" and "Display Normal".
* Fix wrong undo action name for renaming an input action.
* Fix missing end quote in a shader error message.
* In class reference:
* Fix duplicated "if" in the description of `signf()`.
* Fix mismatched example output in `String.operator %()`.
* Fix typo in the description of `Decal.texture_emission`.
* Unify description of `String.match()` and `StringName.match()`.
The function `statistics()`, called when the MessageQueue is out of memory,
will still use the MessageQueue so it crashes.
Moving the error above will improve the behavior since the developer will
find the crash reasons and the instruction on how to fix it.
- Separate editor interface and property translations.
- Add property translation in TranslationServer.
- The split and merge of the POT/PO/Makefiles and extract scripts is done
directly in godot-editor-l10n, the files will be removed in the next commit.
- Remove the hardcoded "to_include" lists from the SCsub, we'll only commit the
files which are ready to inclue.
Some internally created emulated/instantiated events didn't have a
device id. This PR sets for these cases a device id.
Also rename `DEVICE_ID_TOUCH_MOUSE` to the more generic
`DEVICE_ID_EMULATION`.
Fixes a copy paste mistake in the `StringName(const char *,bool)` constructor,
to match the same form as the other two constrcutors.
This fixes a case where this constructor can return a dangling pointer and cause use-after-free.