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Backport HTTPRequest gzip decompression #48581
Commits on Apr 22, 2021
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Directly RC as we'll keep changes conservative to keep this branch usable in production at any time.
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Fix crash on GDNative API json generator exit.
(cherry picked from commit a4423c8)
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fbx: Fix include for zlib that broke unbundling
It's possible to link against system zlib on Linux, so we should use system paths. (cherry picked from commit 93b7406)
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Add type_traits include for
std::is_trivially_destructible
(cherry picked from commit 3d46f28)
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CPU lightmapper environment energy fixes.
* Better handling of the scene's environment energy in the lightmapper bakes. * Fixed a bug where ProceduralSky::get_panorama() returned a reference instead of a copy. * Removed includes to Embree's internal header files. (cherry picked from commit 2db2d11)
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embree: Allow building against system library on Linux
(cherry picked from commit b266cc2)
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Tweak lightmapper warning message to mention Rosetta emulation on macOS
(cherry picked from commit 47f869b)
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lightmapper: Disable build if raycast module can't build
We need to propagate the hacky checks from the raycast config to the lightmapper config, as the failure of a `can_build()` check is not notified to other modules (which might even be checked further depending on the processing order in SConstruct). A more thorough fix would be to change SConstruct to do two loops on modules: one to check `can_build()` and disable modules which can't build, then another one to rechecked `can_build()` with the new lineup and do further config. But there would be more risk for regressions than with this ad hoc hack. Similar story for the `platform/x11/detect.py` change... oh my eyes :( (cherry picked from commit a2c68d9)
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Commits on Apr 23, 2021
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Linux: Don't attempt linking embree3 on non-tools, link it for headle…
…ss too `tech_debt++`, that's what we get for not taking the time to cleanup all this and do it right... Follow-up to godotengine#48073 and godotengine#48102. (cherry picked from commit a14b51d)
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Android: Fix get_buffer false positive on empty dest buffer
Follow-up to godotengine#46810, this was missed in godotengine#47079 when fixing the issue for other platforms. Fixes godotengine#48135. (cherry picked from commit a09f383)
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Updating KinematicBody2D "is_on" functions' descriptions
(cherry picked from commit 0c9a1a1)
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Link to Feature tags more explicitly in ProjectSettings documentation
(cherry picked from commit 188bd56)
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Commits on Apr 26, 2021
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Correct pre-deprication warning message regarding linuxbsd/x11 platform
(cherry picked from commit dbd4b45)
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Improve some argument names for core types
(cherry picked from commit 4d7f642)
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[3.2] Prevents default values of VSNodeCustom from overriding by a sc…
…ript (cherry picked from commit ac91e2c)
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Check if _direct_state_changed() argument is valid
- Modified classes: RigidBody, PhysicalBone, VehicleBody, RigidBody2D, KinematicBody2D - The input argument is untrusted even in release mode (cherry picked from commit e075b6b)
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Make LSP update the filesystem of changed scripts
This updates global classes and exposes base member variables. Fixes godotengine#39713 (cherry picked from commit b16bb33)
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Batching - GLES3 fix light pass modulates
The final_modulate was incorrectly being set in the uniform on light passes in GLES3 in situations where color was baked in the vertices. This was already correct in GLES2. This PR makes prevents setting final_modulate in this situation. (cherry picked from commit 35c5ccc)
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Batching - fix number of verts in translation
The translation to larger vertex formats was assuming that batches were rects, and not accounting that the num_commands had a different meaning for lines and polys, so the calculation for number of vertices to translate was incorrect in these cases. Also prevents infinite loop if a single polygon has too many vertices to fit in the batch buffer. (cherry picked from commit d08cf5f)
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Commits on Apr 27, 2021
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Fix AudioServer Crash when bus count equals 0
(cherry picked from commit ccc375f)
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(cherry picked from commit decdf4f)
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Fix CSGMesh undo not refreshing gizmo
(cherry picked from commit 4311c2f)
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OSX: Clarify min version requirement (10.12) in Info.plist
The min requirement was upped by godotengine#45618 to have proper support for C++14. Related to godotengine#48222. (cherry picked from commit 8851fa7)
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Linux: Remove use_static_cpp override on x86_32
After further testing it seems to work fine now when building binaries with GCC 5 on Ubuntu 16.04 (previously we were using GCC 9 on Ubuntu 14.04). Follow-up to godotengine#45629. (cherry picked from commit aa15ad7)
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Commits on Apr 28, 2021
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CI: Upgrade Emscripten to 2.0.15 (same as official standard builds)
We still use Emscripten 1.39.9 for official Mono builds so ideally we want to test against an old Emscripten version to ensure we don't break compatibility. But then google-closure-compiler-linux broke compatibility for us and is not properly pinned, so we need to use a more recent version for now to fix CI. Cf. emscripten-core/emsdk#802 (cherry picked from commit 9571ae3)
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Commits on Apr 29, 2021
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Fix LineEdit undo behaves strangely
(cherry picked from commit 7501c7f)
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Add OpenSimplexNoise output change to changelog
(cherry picked from commit a980bad)
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doc: Mark LargeTexture as deprecated (removed in 4.0)
Cf. godotengine#48269. (cherry picked from commit 562c6bd)
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Improve SpriteFrames get_animation_loop description
(cherry picked from commit d311c48)
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[Net] Fix socket poll timeout on Windows.
Now correctly computes the timeout value in milliseconds. (cherry picked from commit 46f7b0f)
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Android: Upgrade buildTools from 30.0.1 to 30.0.3
It seems 30.0.1 had issues with compatibility with JDK 8 and 11, which appear to be solved in 30.0.3 as per godotengine/godot-docs#4796. (cherry picked from commit d88e1f0)
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Fix CSG Path Polygon cache being removed after connect
fixes godotengine#30229 (cherry picked from commit bab36f1)
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Fixes godotengine#48178: WebXR broken when built with Emscripten 2.0.…
…13 or later (cherry picked from commit b77925d)
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SceneTree: Fix type hints for
global_menu_action
signalFixes godotengine/godot-headers#89. (cherry picked from commit 6ba10c6)
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Add SkeletonIK function documentation
Add SkeletonIK function documentation (cherry picked from commit 84e603e)
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Document that clearcoat/rim lighting is not visible on unshaded mater…
…ials (cherry picked from commit 8df0e61)
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Commits on Apr 30, 2021
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[Android] Allow to build dev template with symbols
(cherry picked from commit fd7141f)
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[Android] fix generateDevTemplate
(cherry picked from commit 0477256)
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[HTML5] Fix build for recent emscripten versions.
Library suffix should be `.a`, the `EXTRA_` in `EXTRA_EXPORTED_RUNTIME_METHODS` is deprecated. (cherry picked from commit b0f6dec)
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[iOS] Nonnegative start index for virtual keyboard range
(cherry picked from commit 2757728)
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Document that
SceneTree.call_group()
is deferred(cherry picked from commit 7516ff3)
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Duplicate DynamicFontData resources in the editor preview generation …
…thread to avoid race condition. (cherry picked from commit 301bedd)
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Commits on May 3, 2021
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Fix 2d software skinning relative transforms
All my earlier test cases for software skinning had the polys parent transform to be identity. This works fine until you had cases where the user had moved the transform of the parent nodes of skinned polys. This PR fixes this situation by taking into account the final (concatenated) transform of the polys RELATIVE to the skeleton base transform. It does this by applying the inverse skeleton base transform to the poly final transform. (cherry picked from commit f33e220)
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Add WebSocketMultiplayerPeer _incoming_packets check bound
(cherry picked from commit 05ad089)
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TileMapEditor::_bucket_fill Check autotile coordinates only if autoti…
…le is selected (cherry picked from commit a1b9030)
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TileMapEditor Modulate autotile previews
(cherry picked from commit 3f1b95c)
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Fix BakedLightmap bias bound check
(cherry picked from commit b4cc8ed)
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Commits on May 4, 2021
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Fix skinning initialization in MeshInstance when loaded from thread
Fix for a regression from software skinning support: instance_attach_skeleton wasn't called in set_mesh before, and it's causing issues when the mesh instance is loaded from a thread. 1. Call from a thread queues instance_attach_skeleton with RID() in the visual server. 2. Call from the main thread when entering tree calls instance_attach_skeleton immediately with a valid skeleton 3. Queued instance_attach_skeleton resets the attached skeleton This change prevents that to happen by making sure instance_attach_skeleton is not called on set_mesh as it was doing before, but there might be a more general problem to solve in how visual server commands are executed when resources are loaded from a different thread. (cherry picked from commit feee9f9)
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Allow values > 1 for friction and bounce in PhysicsMaterial
(cherry picked from commit 67987be)
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Make posmod use int64_t instead of int
(cherry picked from commit f04a964)
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Fix indent left line selection
(cherry picked from commit 2c64008)
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LineEdit: Now double click to select a word, and triple click to sele…
…ct all the content (cherry picked from commit 74b3021)
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Check PHashTranslation generate p_from is valid
(cherry picked from commit 0bb40df)
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SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate. (cherry picked from commit c7b53c0) (cherry picked from commit e94161d)
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CI: Add
--doctool
check to find missing classref updatesThis will enforce that PRs properly sync the class reference templates to match their changes to the public API, and help notice binding bugs in the process (e.g. missing enum bindings, unexpected API changes or missing argument names). This should also serve as a reminder to contributors that their changes impact the scripting API and might warrant actually filling the descriptions for the new methods/properties/etc. (cherry picked from commit b388412)
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Commits on May 5, 2021
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(cherry picked from commit 73e2ccd)
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SCons: Disable embree-based modules on x86 (32-bit)
Fixes godotengine#48482. (cherry picked from commit e53422c)
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Add checks for __SSE2__ in the lightmap raycaster
(cherry picked from commit 2071799)
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Batching fix polygon basis polarity
Changes based on fix in godotengine#46898 (cherry picked from commit 57e3f35)
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Fix 3D scene preview generation.
File system dock previews will now be generated for 3D scenes when no editor feature profile is set. (cherry picked from commit 16304aa)
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Document that
File.open_compressed()
can only open files saved by G……odot (cherry picked from commit 5f098d6)
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Expose get_debug_mesh in Shape to scripting API
Can be useful for custom drawing of physics shapes without having to add a collision object node to the tree. (cherry picked from commit 0ba5001)
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Add PackedDataContainer data pointer check for non nullable
(cherry picked from commit 94d0c41)
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(cherry picked from commit 7624051)
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Commits on May 9, 2021
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Check input mesh is valid in SurfaceTool methods
(cherry picked from commit 0ad0f71)
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Fix Array.max() navigating to @GDScript.max() etc.
(cherry picked from commit 2c4aa50)
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Fixes the SkeletonIK twisting issue by using the skeleton global pose…
… without overrides (cherry picked from commit c1bc87e)
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Fix crash with user-defined
ResourceFormatLoader.load
There's still some fishy recursive relationship between `load_interactive` and `load` which needs to be investigated here, but this patch solves the crash when returning an error code in user-defined `load`. Fixes godotengine#48463. (cherry picked from commit bf9f288)
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Only set base in Sprite3D when needed
(cherry picked from commit 3dd2e5d)
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Fixed usage of proxy textures on GLES2 sky
(cherry picked from commit eed4655)
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Improve the AudioStreamPlayer(2D/3D) class descriptions
(cherry picked from commit b90adec)
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[HTML5] Use 64KiB chunk size in JS HTTPClient.
For consistency with the native one, and the documentation. (cherry picked from commit 6243835)
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Fixed cut/copy/paste visibility
Fixes godotengine#48514 by moving the visibility of these buttons into their own if statement that depends on if scene tree editing is allowed. Previously it was under the script editing setting which is unexpected as it works with nodes and the scene tree. (cherry picked from commit 10d5d4d)
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Removes an extra separator when Scene Tree Editing is disabled. Discussed in godotengine#48518 (cherry picked from commit e168baf)
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[HTML5] Remove "fixed-size.html".
No longer used in 3.3+. (cherry picked from commit 3faf8d6)
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Tweak the setting hint for the custom editor theme setting
The custom editor theme is only visible after restarting the editor. (cherry picked from commit 027301f)
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[HTML5] Fix target_fps when window loses focus.
We don't get updates when the window is unfocused/minimized, so we must detect the situation where the counted ticks start drifting away resulting in more frames drawn than needed. This commit adds a check to ensure that the target ticks do not drift away more than one second. (cherry picked from commit a1fe6d6)
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Fix EditorPropertyResource focus outline being drawn behind the preview
(cherry picked from commit 0b47f1b)
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Document caveats of
OS.get_unique_id()
(cherry picked from commit 7350f90)
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Allow negative contrast values in the editor theme settings
When using a negative contrast value, the base color will be lightened to create the derivative colors instead of being darkened. This can lead to better-looking themes, especially for light themes. (cherry picked from commit e7e2ef0)
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TileSet: Improve error message for invalid IDs
Supersedes godotengine#47321. Fixes godotengine#47313. (cherry picked from commit ee86dc3)
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Add ctrl+shift+a to instance scene in scenetree dock
Adds another key shortcut to instance a scene in the scentree dock. Complements ctrl+a to add a node. (cherry picked from commit ea54456)
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Create CollisionObject debug shapes using VS
(cherry picked from commit 60ee8c9)
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Commits on May 11, 2021
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