The function that was supposed to implement the saving in
image_loader_jpegd was just returning OK without doing anything.
Copied the code from _jpgd_buffer_save_func to _jpgd_save_func but
changed the ImageLoaderJPGOSBufferto a ImageLoaderJPGOSFile to save
to a file instead of memory. Changed the image format from
FORMAT_ETC2_RGB8 to FORMAT_RGB8 since the first one was creating
a weird greyscale interlaced image.
Ensures that the versions always match the Godot version, albeit following
SemVer 2.0 so inserting a dot between "beta" and the build number.
For "stable" status, we omit the suffix as this would be interpreted as a
pre-release build too.
So we have:
| Godot version | Nupkg version |
| -------------- | -------------- |
| 4.0.0-beta | 4.0.0-beta |
| 4.0.0-beta2 | 4.0.0-beta.2 |
| 4.0.0-rc1 | 4.0.0-rc.1 |
| 4.0.0-stable | 4.0.0 |
- Add leading and trailing spaces within dictionaries, as the `{}`
characters are hard to distinguish from `[]` on some fonts.
This is especially helpful with empty arrays and dictionaries.
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
The same node can now be controlled by multiple synchronizers at once.
Spawn visibility is composed in OR across multiple synchronizers (i.e.
if any synchronizer is visible to the peer, the object will be spawned).
Synchronizers controlling spawned nodes can now have a different
authority then the one spawning the node, in that case, the spawn
variables for that specific synchronizer are simply ignored (other
synchronizers with the same authority of the spawner will correctly
synchronize variables on spawn).
The SceneReplicationState class has been completly removed, since it was
bloating the implementation, the state is now simply stored in the
SceneReplicationInterface.
Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.
There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
The code that resets variables to retry navigation to the closest possible poly was not resetting 1 variable, which caused it to exceed the vector bounds
If the delegate target is an Object, the connected signal will be registered in that object instead of the middleman. So when that object is destroyed, the signal will be properly disconnected.