Mark Navigation/Navigation2D nodes as deprecated. They already just redirect calls to the NavigationServer and have no longer a real purpose. In Godot 4.0 both nodes are already removed for good reasons.
The name was confusing as this signal is emitted around the same time as
`tree_exiting` and `NOTIFICATION_EXIT_TREE`, i.e. while the child node is
still in tree.
Fixes#59210.
(cherry picked from commit 3e6de687b8)
Adds instances to the transform update list as well as the interpolate update list when unhiding them. This ensures that the system auto-detects non-moving objects, and removes them from the interpolate update list on the next tick, preventing unnecessary updates.
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.
This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.
The define is **not used by godot**, but in GDNative libraries.
I'm not sure it should be defined there in the first place, though we
shouldn't change that (for compatibility).
This commit changes the platform detection order to detect mingw
compiling for windows (which defines `__GNUC__`).
This commit also wraps the definition around a guard to let libraries
override it with a build-time define.
The methods disconnect_points and are_points_connected now have an optional p_bidirectional parameter matching AStar.
(cherry picked from commit 3590cdfd34)
New contributors added to AUTHORS:
ConteZero, fire-forge, IgorKordiukiewicz, iwek7, klowner,
pfertyk, smix8
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit f8d3388d9b)
When an exported project crashes, the crash handler message
shouldn't reference the Godot issue tracker, as not all crashes
are Godot's fault.
Reporting crashes that only occur on exported projects is still allowed,
but it should not be done by people who aren't working on the project
in question.
(cherry picked from commit c850ccb7c0)
* GDScriptLanguage::complete_code already adds parentheses to function calls, and does this a lot smarter than the language server right now.
* Instead of the previous naive approach we now reuse the same logic as the internal editor.
* For this to have any effect we also have to send the `insertText` field already during the completionRequest and not only during resolve.
(cherry picked from commit bbb07ff8cb)