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Fix Windows build. #1
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…, with a description and a reference to the setting when the limit is hit and an ERR_FAIL_COND is hit.
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If window was maximized before minimizing, restoring the window afterwards using SW_RESTORE seems to cause the window to forget its original size and position before being maximized, causing the window to fill the screen instead.
This reverts commit 398892c.
Modify BlendKey's sort to use AlphaCompare in order to create a deterministic sort Co-authored-by: A Thousand Ships <[email protected]>
The \#status-notice styling had a duplicate visibility styling.
…lags SCons: Pass optimization flags to the linker too, needed by Emscripten
…thread_guard Remove our `ERR_ON_RENDER_THREAD` guard, it is not reliable
Overhaul Transform2D documentation
…meta_keyword Add `push_url` as a keyword for `push_meta`
…uninitialized Fix a couple GCC 14 `-Wmaybe-uninitialized` warnings
…size-error-fail-silently Silence Vulkan "Unable to acquire framebuffer." swapchain error
…tion-warning-dialog-text Fixes/node configuration warning dialog text
Properly linearize depth buffer for SSAO when using orthogonal camera
…crash Fix edited node being removed before editor plugin handles focus loss
…-sizing Windows: Restore to windowed mode using `SW_NORMAL`
Fix GDScript analyzer error when instantiating EditorPlugins.
Ignore trailing slashes in new project’s path when disabling Create Folder
Prevent confirm button being override to "Open" when in save file mode
…ssed/project is run, no longer looses content if OpenXR is not enabled, and a small documentation fix.
OpenXR: Couple of small fixes on the action map
…used-is_wow64 Remove unused `is_wow64` method in `OS_Windows`
D3D12: Get rid of `DXIL.dll`!
Clean up RenderDataExtension's descriptions
[macOS] Fix drag-and-drop feedback.
- Implements the concept of GDExtension loaders that can be used to customize how GDExtensions are loaded and initialized. - Moves the parsing of `.gdextension` config files to the new `GDExtensionLibraryLoader`. - `GDExtensionManager` is now meant to be the main way to load/unload extensions and can optionally take a `GDExtensionLoader`. - `EditorFileSystem` avoids unloading extensions if the file still exists, this should prevent unloading extensions that are outside the user project.
* Based on top of the GDExtensionLoader PR: godotengine#91166 * Add a new GodotInstance GDCLASS that provides startup and iteration commands to control a Godot instance. * Adds a libgodot_create_godot_instance entry point that creates a new Godot instance and returns a GodotInstance object. * Adds a libgodot_destroy_godot_instance entry point that destroys the Godot instance. * Allow specifying an external native rendering surface handle to render Godot into the UI of a host application. * It is also possible to embed multiple Godot windows into the UI of a host application. * Currently supported on MacOS and iOS Sample Apps: https://github.com/migeran/libgodot_project Developed by [Migeran](https://migeran.com) Sponsors & Acknowledgements: * Initial development sponsored by [Smirk Software](https://www.smirk.gg/) * Rebasing to Godot 4.3 and further development sponsored by [Xibbon Inc.](https://xibbon.com) * The GDExtension registration of the host process & build system changes were based on @Faolan-Rad's LibGodot PR: godotengine#72883 Co-Authored-By: Gabor Koncz <[email protected]>
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