MultiplayerSpawner:
- When spawn_path is invalid.
- When the auto spawn list is empty and _spawn_custom is not overridden.
Note: We remove the warning for placeholder scripts since there's no
way of knowing if they have a certain method.
MultiplayerSynchronizer:
- When root_path is invalid.
Ensures the `push_nupkgs_local` argument in build_assemblies.py is an
absolute path so the argument can be
given as a relative path and it will be converted.
- Creates a `Godot.Offline.Config` file to configurate NuGet with
Godot's fallback folder. This is easier because now we can assume we can
override the entire file since user config will likely be in the default
`NuGet.Config` file or an additional `*.config` file.
- Ensure the NuGet fallback folder is created at the same time it is
added to the NuGet configuration so future builds don't fail.
- Add `GodotSharp` and `GodotSharpEditor` packages to the fallback folder.
- Add `.nupkg.metadata` file to packages in fallback folder.
- Refer to `Godot.SourceGenerators` using the specific non-floating version
since floating versions don't seem to work with fallbackPackageFolders.
Add get_gathering_state() returning the iceGatheringState of the
connection.
Add get_signaling_state() returning the signalingState of the
connection.
Improve JS library.
- Don't warn about minimized/maximized modes not being available.
- Blender and FBX export both depend on running thirdparty applications,
which can't be done (easily at least) for Web and Android editors.
- Editor theme complained about not being able to retrieve texture data
for an icon. It was only used once so instead of flipping at runtime,
let's just add a flipped icon.
Part of #65702.
Adds function to change the navigation map for baked navigation regions.
Before all cells with a baked navigation mesh were locked to the default navigation map of the world resource.
Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
We want to replace libnethost as it gives us issues with some compilers.
Our implementation tries to mimic libnethost's hostfxr_resolver search
logic. We try to use the same function names for easier comparing in
case we need to update this in the future.
For both TileMap and GridMap:
- `world_to_map` -> `local_to_map`
- `map_to_world` -> `map_to_local`
Also changes any mention of "world" in this context to "local" to avoid future confusion.
Finally, updates the docs of both methods for consistency.
In particular, adding a note on how to convert the returned values from local to global coordinates and vice versa.
Scripts that are instantiated at some point will always be recreated
if they ever become placeholders to prevent non-tool scripts
instantiated manually by users to become placeholders, if they
do become placeholders due to errors that prevent instantiation
(such as a missing parameterless constructor) these scripts
will also be recreated replacing the temporary placeholder.
If a script is marked as a tool but becomes a non-tool script
in a rebuild, the script will become a placeholder and will
no longer be considered applicable to be replaced by an instance
since the user explicitly removed the Tool attribute.
Since the list of signals in `CSharpScript::event_signals` retrieved
from calling `ScriptManagerBridge.UpdateScriptClassInfo` already
includes the signals from base scripts there is no need to iterate the
hierarchy again on `CSharpInstance::connect_event_signals`.
"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.
When the C# bindings generator finds a type without meta assume the type
refers to the 64-bit version of the type:
- `float` is converted to `double`
- `int` is converted to `long`