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[pull] master from godotengine:master #72
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…utput This makes the output easier to understand when it's copied to a plain text file (without visible colors).
Success lines are no longer printed, making the CI log shorter and faster to read.
…_get_bar_beats()`
…tal`/`@tutorial` These annotations don't exist at a source level, so the error messages point to the documentation comment syntax.
The v1 version is deprecated and bound to be removed in the future from all compositors. This patch adds a v1/v2 designator to everything related to the protocol and prefers the v2 protocol if both are available. Additionally, renames the event handler to follow the Wayland interface name, for consistency with the rest of the codebase.
This is a small usability enhancement, that allows users to cancel drag-and-drop without the need to press the escape key on the keyboard.
…hape2D Adds basic editor tooling to move the existing points of a ConvexPolygonShape2D or move the segments of a ConcavePolygonShape2D while a CollisionShape2D node is selected.
…dering This uniform was already defined for other uses previously. `textureSize()` is known to be slow on mobile platforms due to how the drivers implement it there, so it's best avoided.
Fixes #90017 Fixes #90030 Fixes #98044 This PR makes the following changes: # Force processing of GPU commands for frame_count frames The variable `frames_pending_resources_for_processing` is added to track this. The ticket #98044 suggested to use `_flush_and_stall_for_all_frames()` while minimized. Technically this works and is a viable solution. However I noticed that this issue was happening because Logic/Physics continue to work "business as usual" while minimized(\*). Only Graphics was being deactivated (which caused commands to accumulate until window is restored). To continue this behavior of "business as usual", I decided that GPU work should also "continue as usual" by buffering commands in a double or triple buffer scheme until all commands are done processing (if they ever stop coming). This is specially important if the app specifically intends to keep processing while minimized. Calling `_flush_and_stall_for_all_frames()` would fix the leak, but it would make Godot's behavior different while minimized vs while the window is presenting. \* `OS::add_frame_delay` _does_ consider being minimized, but it just throttles CPU usage. Some platforms such as Android completely disable processing because the higher level code stops being called when the app goes into background. But this seems like an implementation-detail that diverges from the rest of the platforms (e.g. Windows, Linux & macOS continue to process while minimized). # Rename p_swap_buffers for p_present **This is potentially a breaking change** (if it actually breaks anything, I ignore. But I strongly suspect it doesn't break anything). "Swap Buffers" is a concept carried from OpenGL, where a frame is "done" when `glSwapBuffers()` is called, which basically means "present to the screen". However it _also_ means that OpenGL internally swaps its internal buffers in a double/triple buffer scheme (in Vulkan, we do that ourselves and is tracked by `RenderingDevice::frame`). Modern APIs like Vulkan differentiate between "submitting GPU work" and "presenting". Before this PR, calling `RendererCompositorRD::end_frame(false)` would literally do nothing. This is often undesired and the cause of the leak. After this PR, calling `RendererCompositorRD::end_frame(false)` will now process commands, swap our internal buffers in a double/triple buffer scheme **but avoid presenting to the screen**. Hence the rename of the variable from `p_swap_buffers` to `p_present` (which slightly alters its behavior). If we want `RendererCompositorRD::end_frame(false)` to do nothing, then we should not call it at all. This PR reflects such change: When we're minimized **_and_** `has_pending_resources_for_processing()` returns false, we don't call `RendererCompositorRD::end_frame()` at all. But if `has_pending_resources_for_processing()` returns true, we will call it, but with `p_present = false` because we're minimized. There's still the issue that Godot keeps processing work (logic, scripts, physics) while minimized, which we shouldn't do by default. But that's work for follow up PR.
Despaghettify NavigationServer path queries.
…-the-trailing-zero Update documentation's "Prints" comments after #47502
Clarify Button's text clipping
…sion `CompositorEffect` should use `GDVIRTUAL_CALL()` so it works with GDExtension
Implement `RD::buffer_get_data_async()` and `RD::texture_get_data_async()`
…bit-hoole Fix C# boolean "Prints" comments in documentation
mbedtls: Update to upstream 3.6.2
…-bind Add missing `GDVIRTUAL_BIND()` for `AudioStream::_has_loop()` and `::_get_bar_beats()`
Keep processing Graphics if there are pending operations
Despaghettify NavigationServer path queries
…-drag Allow canceling drag-and-drop with right mouse button
Add `samplerExternalOES` type to shader globals
Document `_process()` and `_physics_process()` delta behavior at low FPS
…size Replace `textureSize()` with a uniform in BaseMaterial3D for MSDF rendering
[Shader Language] Add missing token name.
Add ruler mode to 3D
GitHub Actions: Use quiet xmllint output to only print error lines
…imental-annotations Tweak unknown annotation GDScript error for `@deprecated`/`@experimental`/`@tutorial`
[Windows & macOS] Fix popup window shows behind `always_on_top` parent.
Add basic editor editing for `ConvexPolygonShape2D` and `ConcavePolygonShape2D`
…-formatting Tweak warning/error formatting in EditorLog to be closer to console output
Change some image error messages to output the file path
Fix Lock and Group for canvas items not updated in editor after changed in SceneTree
Clarify `limit_length()` for infinite vectors
…ptions Improve editor file dialog options
Fix user selection on top of `bgcolor` areas in a `RichTextLabel`
Fix shader crash when using varyings with non-`flat` integer type
Wayland: Add support for xdg-foreign-unstable-v2
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