The `__ARM_ARCH_7A__` and `__ARM_ARCH_7S__` are not enough, since they
do not cover e.g. `__ARM_ARCH_8A__` in 32 bit mode, so instead of trying
to cover any possible ARM version that can work in 32 bit mode, we
can replace it with the `__arm__` macro which is defined for arm32 only
(arm64 uses `__aarch64__`).
"less" should be used for quantity, rather than "lesser".
Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.
This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.
This is a draft, feedback is very welcome.
- Use different syntax for object printing to avoid confusion with arrays.
- Print null as `<null>` to avoid confusion with a string `"null"`.
- Display `<empty>` in editor resource pickers to avoid confusion
with array-based properties.
Also fix:
- Geometry3D::get_closest_distance_between_segments() returning
incorrect values.
- Test for Geometry3D::get_closest_distance_between_segments() testing for
an incorrect value.
These methods exist since the dawn of (open source) Godot and have hardly
been updated over time, so they barely work and I'm fairly sure nobody is
using them. (See #46505 for details.)
While some of the functionality they aimed to provide might be useful for
optimization work and introspection, this should likely be redesigned from
scratch with a cleaner and more modern interface (e.g. exposed via the
Performance singleton, or ResourceLoader, and a better API overall).