diff --git a/engine/.mailmap b/engine/.mailmap index 825e72bf..3e849efd 100644 --- a/engine/.mailmap +++ b/engine/.mailmap @@ -1,5 +1,6 @@ Aaron Record ajreckof <66184050+ajreckof@users.noreply.github.com> +Alexander Hartmann Alexander Holland Alexander Holland Alexander Holland @@ -15,6 +16,7 @@ Ariel Manzur Ariel Manzur Ariel Manzur Arman Elgudzhyan <48544263+puchik@users.noreply.github.com> +A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Bastiaan Olij Benjamin @@ -30,6 +32,7 @@ CookieBadger Dana Olson dankan1890 Daniel J. Ramirez +Dario David Cambré DmitriySalnikov DmitriySalnikov @@ -57,6 +60,7 @@ Gilles Roudiere Gilles Roudiere Gordon MacPherson Guilherme Felipe +Hakim Hanif Bin Ariffin HaSa1002 Hein-Pieter van Braam-Stewart @@ -95,6 +99,7 @@ Kanabenki <18357657+Kanabenki@users.noreply.github.c karroffel karroffel karroffel +Kasper Arnklit Frandsen Kelly Thomas Kongfa Waroros K. S. Ernest (iFire) Lee @@ -107,6 +112,7 @@ Liz Haas <27thLiz@gmail.com> Liz Haas <27thLiz@gmail.com> Liz Haas <27thLiz@gmail.com> Liz Haas <27thLiz@gmail.com> +Logan Lang Manuele Finocchiaro Manuel Strey Marcel Admiraal @@ -127,6 +133,7 @@ Micky <66727710+Mickeon@users.noreply.github.com> Nathan Franke Nathan Lovato Nathan Warden +Nazarii Nicholas Huelin <62965063+SirQuartz@users.noreply.github.com> Nils ANDRÉ-CHANG Nils ANDRÉ-CHANG @@ -139,6 +146,7 @@ Patrick Exner Patrick Paul Batty Paul Batty +Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com> Pawel Kowal Pieter-Jan Briers Pieter-Jan Briers @@ -160,6 +168,7 @@ Rindbee Riteo Siuga Robin Hübner romulox_x +Rudolph Bester rune-scape rune-scape Ruslan Mustakov @@ -169,6 +178,7 @@ Silc 'Tokage' Renew Silc 'Tokage' Renew <61938263+TokageItLab@users.noreply.github.com> Swarnim Arun TechnoPorg <69441745+TechnoPorg@users.noreply.github.com> +tetrapod00 <145553014+tetrapod00@users.noreply.github.com> Theo Hallenius Tomasz Chabora Twarit diff --git a/engine/AUTHORS.md b/engine/AUTHORS.md index b21270b3..9d495e9d 100644 --- a/engine/AUTHORS.md +++ b/engine/AUTHORS.md @@ -39,23 +39,27 @@ name is available. Alexander Holland (AlexHolly) Alex Drozd (brno32) Alexey Khoroshavin (allkhor) + Allen Pestaluky (allenwp) Alfred Reinold Baudisch (alfredbaudisch) Alistair Leslie-Hughes (alesliehughes) Alket Rexhepi (alketii) Alvin Wong (alvinhochun) Andrea Catania (AndreaCatania) Andreia Gaita (shana) + Andrés Botero (0xafbf) Andrii Doroshenko (Xrayez) Andy Maloney (asmaloney) Andy Moss (MillionOstrich) Angad Kambli (angad-k) Anilforextra (AnilBK) Anish Bhobe (KidRigger) + Anish Mishra (syntaxerror247) Anni Ryynänen (anniryynanen) Anton Yabchinskiy (a12n) Anutrix Aren Villanueva (kurikaesu) Ariel Manzur (punto-) + arkology Arman Elgudzhyan (puchik) Arseny Kapoulkine (zeux) AThousandShips @@ -118,6 +122,7 @@ name is available. Fabrice Cipolla (fabriceci) Ferenc Arn (tagcup) FireForge (fire-forge) + Florent Guiocheau (Flarkk) Florian Kothmeier (Dragoncraft89) follower foxydevloper @@ -131,6 +136,7 @@ name is available. Gilles Roudiere (groud) Gordon MacPherson (RevoluPowered) Guilherme Felipe de C. G. da Silva (guilhermefelipecgs) + Guillaume Mouton (kiroxas) Hakim Rouatbi (hakro) Hanif Bin Ariffin (hbina) Haoyu Qiu (timothyqiu) @@ -181,14 +187,18 @@ name is available. Kostadin Damyanov (Max-Might) K. S. Ernest (iFire) Lee (fire) Kyle Eichlin (likeich) + Lars Pettersson (larspet) lawnjelly Leon Krause (leonkrause) Liz Haas (27thLiz) + Logan Lang (devloglogan) Lucien Menassol (Kanabenki) + Lukas Tenbrink (Ivorforce) Lyuma Maganty Rushyendra (mrushyendra) Magian (magian1127) Mai Lavelle (maiself) + Malcolm Anderson (Meorge) Malcolm Nixon (Malcolmnixon) Manuele Finocchiaro (m4nu3lf) Marcel Admiraal (madmiraal) @@ -236,6 +246,7 @@ name is available. Nathan Franke (nathanfranke) Nathan Lovato (NathanLovato) Nathan Warden (NathanWarden) + Nazarii Yablonskyi (Nazarwadim) Nicholas Huelin (SirQuartz) Nikita Lita (nikitalita) Nils André-Chang (NilsIrl) @@ -245,6 +256,7 @@ name is available. ocean (they/them) (anvilfolk) Omar El Sheikh (The-O-King) Ovnuniarchos + Pablo Andres Fuente (pafuent) Pascal Richter (ShyRed) passivestar Patrick Dawson (pkdawson) @@ -262,7 +274,7 @@ name is available. Pieter-Jan Briers (PJB3005) Poommetee Ketson (Noshyaar) Przemysław Gołąb (n-pigeon) - Radiant (RadiantUwU) + Radiant (radiantgurl) Rafael M. G. (rafallus) Rafał Mikrut (qarmin) Raffaele Picca (RPicster) @@ -282,6 +294,7 @@ name is available. Robert Yevdokimov (ryevdokimov) Robin Hübner (profan) romulox-x + Rudolph Bester (Rudolph-B) Rune Smith (rune-scape) Ruslan Mustakov (endragor) Ryan Roden-Corrent (rrcore) @@ -304,6 +317,7 @@ name is available. Swarnim Arun (minraws) TC (floppyhammer) TechnoPorg + tetrapod00 Thaddeus Crews (Repiteo) Thakee Nathees (ThakeeNathees) thebestnom @@ -313,9 +327,11 @@ name is available. Timothé Bonhoure (ajreckof) Timo (toger5) Tomasz Chabora (KoBeWi) + Travis Lange (TCROC) trollodel Twarit Waikar (IronicallySerious) Umang Kalra (theoway) + Victor Hampel (havi05) Vinzenz Feenstra (vinzenz) Vitika Soni (Vitika9) 박한얼 (volzhs) @@ -326,8 +342,10 @@ name is available. Wilson E. Alvarez (Rubonnek) Xavier Cho (mysticfall) Yaohua Xiong (xiongyaohua) + Yevhen Babiichuk (dustdfg) yg2f (SuperUserNameMan) Yordan Dolchinkov (Jordyfel) + Yufeng Ying (YYF233333) Yuri Rubinsky (Chaosus) Yuri Sizov (YuriSizov) Zae Chao (zaevi) diff --git a/engine/CHANGELOG.md b/engine/CHANGELOG.md index 9bc91738..d77d4482 100644 --- a/engine/CHANGELOG.md +++ b/engine/CHANGELOG.md @@ -7,19 +7,18 @@ previous feature release. It is equivalent to the listings on our Changelogs for earlier feature releases are available in their respective Git branches, and linked at the [end of this file](#Past-releases). -## 4.3 - 2024-08-15 +## 4.4 - 2025-03-03 -- [Release announcement](https://godotengine.org/releases/4.3/) -- [Migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.3.html) -- [Interactive changelog](https://godotengine.github.io/godot-interactive-changelog/#4.3) -- [Breaking changes](https://github.com/godotengine/godot/pulls?q=is%3Apr+is%3Amerged+label%3A%22breaks+compat%22+milestone%3A4.3) +- [Release announcement](https://godotengine.org/releases/4.4/) +- [Migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.4.html) +- [Interactive changelog](https://godotengine.github.io/godot-interactive-changelog/#4.4) +- [Breaking changes](https://github.com/godotengine/godot/pulls?q=is%3Apr+is%3Amerged+label%3A%22breaks+compat%22+milestone%3A4.4) Table of contents: - [2D](#2D) - [3D](#3D) - [Animation](#Animation) -- [Assetlib](#Assetlib) - [Audio](#Audio) - [Buildsystem](#Buildsystem) - [C#](#C) @@ -31,6 +30,7 @@ Table of contents: - [GDExtension](#GDExtension) - [GDScript](#GDScript) - [GUI](#GUI) +- [I18n](#I18n) - [Import](#Import) - [Input](#Input) - [Multiplayer](#Multiplayer) @@ -48,3472 +48,2900 @@ Table of contents: #### 2D -- Add temporary pivot for rotating multiple 2D nodes ([GH-58375](https://github.com/godotengine/godot/pull/58375)). -- Reorganize some code to have 2D things grouped together ([GH-66744](https://github.com/godotengine/godot/pull/66744)). -- Add option to toggle visibility of Position gizmos in 2D editor, organize existing options ([GH-75005](https://github.com/godotengine/godot/pull/75005)). -- Changed the way the rotation of a curve at a point is evaluated to match PathFollow2D ([GH-78378](https://github.com/godotengine/godot/pull/78378)). -- Organize 2D audio, camera, and physics in Viewport ([GH-79183](https://github.com/godotengine/godot/pull/79183)). -- Extend minimum/maximum zoom level of TextureRegion editor ([GH-79436](https://github.com/godotengine/godot/pull/79436)). -- Add tooltips for tile source types ([GH-79918](https://github.com/godotengine/godot/pull/79918)). -- Add Texture2D and Texture3D icons ([GH-81169](https://github.com/godotengine/godot/pull/81169)). -- Add a button to clear curve points in the Path2D editor ([GH-81325](https://github.com/godotengine/godot/pull/81325)). -- Improve UV editor zoom behavior ([GH-83731](https://github.com/godotengine/godot/pull/83731)). -- Fix UV editor not using texture transform ([GH-84076](https://github.com/godotengine/godot/pull/84076)). -- Fix slow raycast editing ([GH-84164](https://github.com/godotengine/godot/pull/84164)). -- Add zoom controls to Sprite2DPlugin converter preview ([GH-84353](https://github.com/godotengine/godot/pull/84353)). -- Select newly added nodes on drag and drop in 2D viewport ([GH-84356](https://github.com/godotengine/godot/pull/84356)). -- Fix generating terrain icon with certain image formats ([GH-84507](https://github.com/godotengine/godot/pull/84507)). -- Move tile transforms handling cache to TileData ([GH-84660](https://github.com/godotengine/godot/pull/84660)). -- Add region rect and frames support to Sprite2DPlugin converter ([GH-84754](https://github.com/godotengine/godot/pull/84754)). -- Fix typo in TileMap editor tooltip ([GH-85452](https://github.com/godotengine/godot/pull/85452)). -- Keep scene tiles even if the TileMap is invisible ([GH-85753](https://github.com/godotengine/godot/pull/85753)). -- Move TileMapLayer to its own files ([GH-85791](https://github.com/godotengine/godot/pull/85791)). -- Add descriptions for tile properties ([GH-85868](https://github.com/godotengine/godot/pull/85868)). -- Fix TileMap occluders ([GH-85893](https://github.com/godotengine/godot/pull/85893)). -- Change suffix of SkeletonModification2DTwoBoneIK from m to px ([GH-86056](https://github.com/godotengine/godot/pull/86056)). -- Reset TileMap editor `drag_type` when the toolbar mode is not selected ([GH-86066](https://github.com/godotengine/godot/pull/86066)). -- Fix `UndoRedo history mismatch` when creating a new tile atlas ([GH-86387](https://github.com/godotengine/godot/pull/86387)). -- Fix potential infinite loop when calculating tile editor zoom level ([GH-86568](https://github.com/godotengine/godot/pull/86568)). -- Tweak tile atlas help label positions ([GH-86694](https://github.com/godotengine/godot/pull/86694)). -- Allow `ui_cancel` to unselect all nodes in all edit modes in 2D, matching 3D behavior ([GH-86805](https://github.com/godotengine/godot/pull/86805)). -- Fix `TileMap` quadrant canvas item position not being local ([GH-86847](https://github.com/godotengine/godot/pull/86847)). -- Fix 2D viewport texture drop issue with global history registration ([GH-86933](https://github.com/godotengine/godot/pull/86933)). -- Made tooltip on `TileSet` Paint Button give more information when disabled ([GH-86947](https://github.com/godotengine/godot/pull/86947)). -- Add `CanvasItem::get_canvas_layer_node()` ([GH-87095](https://github.com/godotengine/godot/pull/87095)). -- Make TileMapLayers extend Node2D and work as children of TileMap ([GH-87115](https://github.com/godotengine/godot/pull/87115)). -- Fix some `TileMap` debug drawing truncating to ints ([GH-87160](https://github.com/godotengine/godot/pull/87160)). -- Remove unnecessary `_set_global_invalid` added by mistake ([GH-87328](https://github.com/godotengine/godot/pull/87328)). -- Update the viewport if CanvasItem top level is changed ([GH-87343](https://github.com/godotengine/godot/pull/87343)). -- Change TileMapEditor to TileMapLayerEditor ([GH-87379](https://github.com/godotengine/godot/pull/87379)). -- Add new Parallax2D node ([GH-87391](https://github.com/godotengine/godot/pull/87391)). -- Editor: Fix threading problems with `TileMap` preview ([GH-87470](https://github.com/godotengine/godot/pull/87470)). -- Prevent threading problems in `TileMap` ([GH-87478](https://github.com/godotengine/godot/pull/87478)). -- Fix `Camera2D` is enabled when dragging scene files to the `CanvasItemEditor` ([GH-87743](https://github.com/godotengine/godot/pull/87743)). -- Fix `TextureRegionEditor::_pan_callback` deferred called with only one argument ([GH-87771](https://github.com/godotengine/godot/pull/87771)). -- Fix duplicating/copying `TileMap` ([GH-88105](https://github.com/godotengine/godot/pull/88105)). -- Fix `TileMap::move_layer` incorrectly moving child `TileMapLayer` nodes ([GH-88157](https://github.com/godotengine/godot/pull/88157)). -- Fix regression where a tile's custom material was ignored ([GH-88190](https://github.com/godotengine/godot/pull/88190)). -- Fix `CanvasItem`/`Node3D` editor plugin drag drop transform calculation ([GH-88279](https://github.com/godotengine/godot/pull/88279)). -- Fix TileSet sources duplication ([GH-88280](https://github.com/godotengine/godot/pull/88280)). -- Tweak TileMap editor's missing source message to use "bottom panel" term ([GH-88290](https://github.com/godotengine/godot/pull/88290)). -- Make TileMapLayers internal ([GH-88378](https://github.com/godotengine/godot/pull/88378)). -- Remember frames when selecting `SpriteFrame` frames ([GH-88413](https://github.com/godotengine/godot/pull/88413)). -- Expose pixel snapping settings add pixel-art notes ([GH-88456](https://github.com/godotengine/godot/pull/88456)). -- Fix a memory leak with TileMap runtime updates ([GH-88629](https://github.com/godotengine/godot/pull/88629)). -- Show instantiating or inherit message when using drag to instantiate in 2D ([GH-88829](https://github.com/godotengine/godot/pull/88829)). -- TileSet: Fix crash when deleting dragged polygon point ([GH-88912](https://github.com/godotengine/godot/pull/88912)). -- Remove almost all remaining dependencies of TileMapLayer on TileMap ([GH-88966](https://github.com/godotengine/godot/pull/88966)). -- Disable lock and group buttons when selected item is not CanvasItem ([GH-88997](https://github.com/godotengine/godot/pull/88997)). -- Fix editor crash when unsupported `Resource` is dropped in scene ([GH-89126](https://github.com/godotengine/godot/pull/89126)). -- Update lock and group button state when selection changed in CanvasItemEditor ([GH-89132](https://github.com/godotengine/godot/pull/89132)). -- Expose TileMapLayer ([GH-89179](https://github.com/godotengine/godot/pull/89179)). -- Make CanvasItem's "drawing outside of NOTIFICATION_DRAW" error a macro ([GH-89298](https://github.com/godotengine/godot/pull/89298)). -- Fix center view button appears outside the GenericTilePolygonEditor ([GH-89434](https://github.com/godotengine/godot/pull/89434)). -- Fix call queue problems when loading TileSet ([GH-89493](https://github.com/godotengine/godot/pull/89493)). -- Avoid passing zoom scale for ParallaxLayer mirror ([GH-89572](https://github.com/godotengine/godot/pull/89572)). -- Account for scale in scroll logic for `Parallax2D` ([GH-89627](https://github.com/godotengine/godot/pull/89627)). -- Fix Path2D's add new point's UndoRedo bug ([GH-89874](https://github.com/godotengine/godot/pull/89874)). -- TileSet: Expose `TileData.is_valid_terrain_peering_bit` ([GH-89911](https://github.com/godotengine/godot/pull/89911)). -- Replace Clipper1 library by Clipper2 library ([GH-90153](https://github.com/godotengine/godot/pull/90153)). -- Ensure `Camera2D.position_smoothing_speed` is non-negative ([GH-90167](https://github.com/godotengine/godot/pull/90167)). -- Correctly update TileMapLayer highlighting when disabling it ([GH-90204](https://github.com/godotengine/godot/pull/90204)). -- Fix "no cached rect" errors in TileMapLayer editor ([GH-90207](https://github.com/godotengine/godot/pull/90207)). -- Fix strange visual bug with camera and external change ([GH-90317](https://github.com/godotengine/godot/pull/90317)). -- TileSet: Don't save angular and linear physics velocities if they have their default values ([GH-90384](https://github.com/godotengine/godot/pull/90384)). -- Fix selection rect drawing in `TileSet` editor when create/remove tiles with separation ([GH-90709](https://github.com/godotengine/godot/pull/90709)). -- Fix rendering transform of Y-sorted branch-root ([GH-90749](https://github.com/godotengine/godot/pull/90749)). -- Fix TileMap enabling Y-sort on child nodes ([GH-90752](https://github.com/godotengine/godot/pull/90752)). -- Reuse single erase pattern in tile editor ([GH-90817](https://github.com/godotengine/godot/pull/90817)). -- Editor: Fix crash when editing TileMap ([GH-90849](https://github.com/godotengine/godot/pull/90849)). -- Don't store TileMapLayer data if empty ([GH-90907](https://github.com/godotengine/godot/pull/90907)). -- Fix typo in Camera2D node's anchor mode ([GH-91076](https://github.com/godotengine/godot/pull/91076)). -- Fix Parallax2D physics interpolation ([GH-91706](https://github.com/godotengine/godot/pull/91706)). -- Add support for AtlasTexture in `draw_polygon()` ([GH-91724](https://github.com/godotengine/godot/pull/91724)). -- Fix 2d editor selection persisting after application loses focus ([GH-91732](https://github.com/godotengine/godot/pull/91732)). -- Fix TileMap selection pattern being needlessly reorganized ([GH-91905](https://github.com/godotengine/godot/pull/91905)). -- Allow selecting TileMapLayers by clicking them ([GH-92016](https://github.com/godotengine/godot/pull/92016)). -- Fix tile polygon grid not covering whole tile ([GH-92171](https://github.com/godotengine/godot/pull/92171)). -- Remove some TileMap dependencies from TileMapLayer ([GH-92194](https://github.com/godotengine/godot/pull/92194)). -- Display custom data name instead of indices in TileData inspector ([GH-92322](https://github.com/godotengine/godot/pull/92322)). -- Fix TileSet caching wrong collision layer shapes for shapes comprising several polygons ([GH-92373](https://github.com/godotengine/godot/pull/92373)). -- Optimize usage of position icon in 2D editor ([GH-92392](https://github.com/godotengine/godot/pull/92392)). -- Fix incorrect cull boundary for scaled and repeated Parallax2D children ([GH-92763](https://github.com/godotengine/godot/pull/92763)). -- Implement X-draw-order switch in TileMapLayer ([GH-92787](https://github.com/godotengine/godot/pull/92787)). -- Make texture filtering in TileAtlasView consistent ([GH-92926](https://github.com/godotengine/godot/pull/92926)). -- Update Camera2D gizmos when screen size changes ([GH-92992](https://github.com/godotengine/godot/pull/92992)). -- Fix tile polygon editor grid and missing update ([GH-93047](https://github.com/godotengine/godot/pull/93047)). -- Allow canceling actions in Path2D editor ([GH-93087](https://github.com/godotengine/godot/pull/93087)). -- Store TileMapLayer selection in scene's history ([GH-93475](https://github.com/godotengine/godot/pull/93475)). -- Fix snapping lines don't disappearing after drag anchors ([GH-93527](https://github.com/godotengine/godot/pull/93527)). -- Fix TileSet property painter popup showing clear color ([GH-93609](https://github.com/godotengine/godot/pull/93609)). -- Prevent selecting when a CanvasItem is selected ([GH-93671](https://github.com/godotengine/godot/pull/93671)). -- Fix some TileMapLayer editing problems ([GH-93747](https://github.com/godotengine/godot/pull/93747)). -- Fix RMB erasing of tiles ([GH-93850](https://github.com/godotengine/godot/pull/93850)). -- Fix crash in tile physics editor ([GH-93971](https://github.com/godotengine/godot/pull/93971)). -- Fix crash in the TileMapLayer editor when using editable children ([GH-93974](https://github.com/godotengine/godot/pull/93974)). -- Add pixel snap for `Parallax2D` ([GH-94014](https://github.com/godotengine/godot/pull/94014)). -- Remove unused assignment in Parallax2D ([GH-94035](https://github.com/godotengine/godot/pull/94035)). -- Fixes/node configuration warning dialog text ([GH-94147](https://github.com/godotengine/godot/pull/94147)). -- Make sure that selected tile source is remembered ([GH-94356](https://github.com/godotengine/godot/pull/94356)). +- Expose `Geometry2D.bresenham_line()` method ([GH-74714](https://github.com/godotengine/godot/pull/74714)). +- Add helper methods to check for tile transforms ([GH-81973](https://github.com/godotengine/godot/pull/81973)). +- Implement multiple occlusion polygons within each TileSet occlusion layer ([GH-93029](https://github.com/godotengine/godot/pull/93029)). +- Fix pink GradientTexture2D ([GH-94744](https://github.com/godotengine/godot/pull/94744)). +- Add error checks for bad configuration in `PathFollow2D/3D` `set_progress_ratio` ([GH-94886](https://github.com/godotengine/godot/pull/94886)). +- Close expanded tile editor when inspector updates ([GH-95034](https://github.com/godotengine/godot/pull/95034)). +- Fix usage of `add_inspector_plugin()` ([GH-95249](https://github.com/godotengine/godot/pull/95249)). +- Fix snapping when zoomed in `Polygon2D` UV editor ([GH-95259](https://github.com/godotengine/godot/pull/95259)). +- Fix polygon drawing for transposed tiles in `TileSet` editor ([GH-95337](https://github.com/godotengine/godot/pull/95337)). +- Make `Polygon2D::bones` property internal ([GH-95376](https://github.com/godotengine/godot/pull/95376)). +- Tweak missing tile source message in the TileSet editor ([GH-95440](https://github.com/godotengine/godot/pull/95440)). +- Enable `SpriteFramesEditor` to "guess" the amount of rows and columns of a sprite sheet when loading it for the first time ([GH-95475](https://github.com/godotengine/godot/pull/95475)). +- Add a zoom speed setting to the 2D editor ([GH-95906](https://github.com/godotengine/godot/pull/95906)). +- Add a way to know when a TileMapLayer's cell is modified ([GH-96188](https://github.com/godotengine/godot/pull/96188)). +- Fix Path2D splitting ([GH-96237](https://github.com/godotengine/godot/pull/96237)). +- Fix TileSet Scattering setting vanishing when changing tools ([GH-96280](https://github.com/godotengine/godot/pull/96280)). +- Fix Path2D editor not updating gizmos on selection in scene tree ([GH-96404](https://github.com/godotengine/godot/pull/96404)). +- Fix Polygon2D UV editor error when opening grid settings ([GH-96411](https://github.com/godotengine/godot/pull/96411)). +- Fix polygon node losing its UV toolbar ([GH-96466](https://github.com/godotengine/godot/pull/96466)). +- Add Create Curve button to Path2D editor ([GH-96619](https://github.com/godotengine/godot/pull/96619)). +- Fix Animated Path2D doesn't update PathFollow2D progress when scene is running ([GH-96629](https://github.com/godotengine/godot/pull/96629)). +- Fix 2D editor view showing both lock/unlock, group/ungroup buttons when starting a saved project with empty scene ([GH-96681](https://github.com/godotengine/godot/pull/96681)). +- Allow opening of polygon editor without texture ([GH-96731](https://github.com/godotengine/godot/pull/96731)). +- Fix undoing "Move tiles" `TileMapLayer` action when drag/drop areas overlap ([GH-96844](https://github.com/godotengine/godot/pull/96844)). +- Fix immediate mesh modifications that don't call set_mesh ([GH-97770](https://github.com/godotengine/godot/pull/97770)). +- Restore `arc_tolerance` value when using Clipper2's `InflatePaths` ([GH-98017](https://github.com/godotengine/godot/pull/98017)). +- Fix error when undo tile deletion in TileSetAtlasSourceEditor ([GH-98293](https://github.com/godotengine/godot/pull/98293)). +- Optimize ImageLoaderSVG::create_image_from_utf8_buffer ([GH-98329](https://github.com/godotengine/godot/pull/98329)). +- Fix incorrect Transform2D docs ([GH-98442](https://github.com/godotengine/godot/pull/98442)). +- Improve `make_canvas_position_local()` description ([GH-98490](https://github.com/godotengine/godot/pull/98490)). +- Make possible to scale multiple nodes at once in the canvas editor ([GH-98534](https://github.com/godotengine/godot/pull/98534)). +- Fix duplicated Delete shortcut entries in Tiles Editor ([GH-98629](https://github.com/godotengine/godot/pull/98629)). +- Compile certain `CanvasItem._edit_*()` functions with `DEBUG_ENABLED` ([GH-98736](https://github.com/godotengine/godot/pull/98736)). +- Fix setting TileMap data compatibility format broken by #98898 ([GH-99259](https://github.com/godotengine/godot/pull/99259)). +- Enable editing of controls inside viewports in editor ([GH-99401](https://github.com/godotengine/godot/pull/99401)). +- Move UV editor to bottom dock, rename to Polygon editor ([GH-99439](https://github.com/godotengine/godot/pull/99439)). +- Fix undo redo for the texture region editor ([GH-99471](https://github.com/godotengine/godot/pull/99471)). +- Change how multi selection scale is applied to canvas item ([GH-99506](https://github.com/godotengine/godot/pull/99506)). +- Remove double `is_editor_hint()` check inside `NOTIFICATION_READY` for `Camera2D` node ([GH-99664](https://github.com/godotengine/godot/pull/99664)). +- Ensure primitive meshes are created before connected to `changed` signal ([GH-99740](https://github.com/godotengine/godot/pull/99740)). +- Disable Clear Guides menu item when no guides exist ([GH-99742](https://github.com/godotengine/godot/pull/99742)). +- Show "transparent background" texture only behind actual texture in `TexturePreview` class + add borders for readability ([GH-100569](https://github.com/godotengine/godot/pull/100569)). +- Speed up `Line2D._edit_get_rect()` ([GH-101082](https://github.com/godotengine/godot/pull/101082)). +- Fix converting root Sprite2D ([GH-101087](https://github.com/godotengine/godot/pull/101087)). +- Don't print error when updating terrains tree without layer ([GH-101096](https://github.com/godotengine/godot/pull/101096)). +- Don't show "Drawing rect" when not actually drawing ([GH-101098](https://github.com/godotengine/godot/pull/101098)). +- Add `has_custom_data()` to TileData ([GH-101488](https://github.com/godotengine/godot/pull/101488)). +- Add property guards to shape 2D's ([GH-101747](https://github.com/godotengine/godot/pull/101747)). +- Fix editor `Parallax2D` grid snap movement ([GH-101808](https://github.com/godotengine/godot/pull/101808)). +- Remove Parallax2D's experimental flag ([GH-101983](https://github.com/godotengine/godot/pull/101983)). +- Editor: Fix node selection within SubViewports using size 2d override ([GH-102390](https://github.com/godotengine/godot/pull/102390)). +- Fix multiple issues with 'add alternative tile' tileset editor button ([GH-102640](https://github.com/godotengine/godot/pull/102640)). +- Fix TileMapLayer bug where dirty cells could be marked twice ([GH-102688](https://github.com/godotengine/godot/pull/102688)). +- Prevent errors when Line2D has 0 length ([GH-102778](https://github.com/godotengine/godot/pull/102778)). +- Sprite2D: Use correct name to hide `region_filter_clip_enabled` ([GH-102790](https://github.com/godotengine/godot/pull/102790)). +- Fix `Camera2D` limits drawing ([GH-102868](https://github.com/godotengine/godot/pull/102868)). +- Fix Line2D not rendering anything when total length is not computed ([GH-102870](https://github.com/godotengine/godot/pull/102870)). #### 3D -- Fix PathFollow3D update issues ([GH-80233](https://github.com/godotengine/godot/pull/80233)). -- Make ShaderMaterial always the last option in inspector resource dropdowns ([GH-81996](https://github.com/godotengine/godot/pull/81996)). -- Prompt require editor restart to user when gizmo color changed ([GH-82872](https://github.com/godotengine/godot/pull/82872)). -- Reduce minimum capsule/cylinder mesh rings to 0 ([GH-82887](https://github.com/godotengine/godot/pull/82887)). -- Expose 3D Delaunay tetrahedralization in `Geometry3D` ([GH-83353](https://github.com/godotengine/godot/pull/83353)). -- Improve Curve3D debug drawing ([GH-83698](https://github.com/godotengine/godot/pull/83698)). -- Optimize Path3DGizmo mesh generation ([GH-83741](https://github.com/godotengine/godot/pull/83741)). -- Use screen-aligned quads for origin lines to avoid issues on NVidia ([GH-83895](https://github.com/godotengine/godot/pull/83895)). -- Select newly added nodes on drag and drop in 3D viewport ([GH-84347](https://github.com/godotengine/godot/pull/84347)). -- Fix material drag and drop ([GH-84486](https://github.com/godotengine/godot/pull/84486)). -- Fix `Node3D` children using `top_level` in different position in-editor versus runtime ([GH-84643](https://github.com/godotengine/godot/pull/84643)). -- Only allow MeshInstance3D-inherited nodes in MultiMesh Populate Surface dialog ([GH-84933](https://github.com/godotengine/godot/pull/84933)). -- Notify CSGPolygon about transform changes in Path3D ([GH-85455](https://github.com/godotengine/godot/pull/85455)). -- Prevent `Camera3D.current` from being set to `true` automatically in the editor ([GH-85594](https://github.com/godotengine/godot/pull/85594)). -- Add static body creation equivalent for all collision shape sibling creations ([GH-86627](https://github.com/godotengine/godot/pull/86627)). -- Clarify the FOV setting in the 3D editor camera is vertical FOV ([GH-86690](https://github.com/godotengine/godot/pull/86690)). -- Fix AABB Ray intersection - return inside ([GH-86755](https://github.com/godotengine/godot/pull/86755)). -- Prevent division by 0 when creating vertices of a PrismMesh ([GH-86931](https://github.com/godotengine/godot/pull/86931)). -- Use SceneStringNames in Skeleton3DEditorPlugin ([GH-87048](https://github.com/godotengine/godot/pull/87048)). -- Fix position and basis of 3D Scenes instantiated via drag and drop ([GH-87126](https://github.com/godotengine/godot/pull/87126)). -- Properly change GridMap floors while selecting ([GH-87131](https://github.com/godotengine/godot/pull/87131)). -- Do not commit transforms and handles if no changes were made ([GH-87161](https://github.com/godotengine/godot/pull/87161)). -- Rename camera `near` and `far` private members to avoid conflict with `Windows.h` defines ([GH-87164](https://github.com/godotengine/godot/pull/87164)). -- Show warning for GeometryInstance3D transparency in Mobile/Compatibility ([GH-87231](https://github.com/godotengine/godot/pull/87231)). -- Make viewport message dependent on framerate not physics step ([GH-87631](https://github.com/godotengine/godot/pull/87631)). -- Fix a regression that breaks gizmo transforming when 'View Gizmos' is off ([GH-87769](https://github.com/godotengine/godot/pull/87769)). -- Use subgizmos for Path3D position editing and declutter the UI ([GH-87901](https://github.com/godotengine/godot/pull/87901)). -- Fix a regression when multiple nodes are selected and drag transform is attempted w/o gizmo ([GH-87922](https://github.com/godotengine/godot/pull/87922)). -- Fix new region select with selection when over geometry ([GH-87948](https://github.com/godotengine/godot/pull/87948)). -- Show modifier key functionality on all the editor tools ([GH-87989](https://github.com/godotengine/godot/pull/87989)). -- Add ability to hide grid per viewport ([GH-88584](https://github.com/godotengine/godot/pull/88584)). -- Fix 3D editor project settings update ([GH-88645](https://github.com/godotengine/godot/pull/88645)). -- Show instantiating message with position when using to drag to instantiate in 3D ([GH-88774](https://github.com/godotengine/godot/pull/88774)). -- Include tangent in SurfaceTool vertex compare operator ([GH-88890](https://github.com/godotengine/godot/pull/88890)). -- Don't access Node3D/Node2D/Control global transform in `reparent` unless needed ([GH-89003](https://github.com/godotengine/godot/pull/89003)). -- Make `Label3D` obey auto translation ([GH-89056](https://github.com/godotengine/godot/pull/89056)). -- Expose PrimitiveMesh's `request_update` method ([GH-89170](https://github.com/godotengine/godot/pull/89170)). -- Match #89126 for 3D: check for `Resource` type instead of extension ([GH-89177](https://github.com/godotengine/godot/pull/89177)). -- Use 3D editor gizmo helper for FogVolume to allow dragging individual faces ([GH-89320](https://github.com/godotengine/godot/pull/89320)). -- GLTF export: Remove snapping and fix validation ([GH-89352](https://github.com/godotengine/godot/pull/89352)). -- GLTF export: Use sparse accessors for morph targets ([GH-89356](https://github.com/godotengine/godot/pull/89356)). -- Disable all 3D nodes, physics, and resources when compiling without 3D ([GH-89381](https://github.com/godotengine/godot/pull/89381)). -- Add Gizmo to display 3D custom AABB ([GH-89538](https://github.com/godotengine/godot/pull/89538)). -- UX and stability improvements for `Path3D` node ([GH-89847](https://github.com/godotengine/godot/pull/89847)). -- Fix Path3D picking working incorrectly when viewport is in half resolution ([GH-89901](https://github.com/godotengine/godot/pull/89901)). -- Support "clear points" function in Path3D topmenu bar ([GH-89933](https://github.com/godotengine/godot/pull/89933)). -- Allow wrapping for begin rotate transformation to bring it in line with Blender ([GH-90098](https://github.com/godotengine/godot/pull/90098)). -- Allow drag and dropping ShaderMaterial in 3D viewport ([GH-90102](https://github.com/godotengine/godot/pull/90102)). -- Fix gizmo on top material option having no effect ([GH-90183](https://github.com/godotengine/godot/pull/90183)). -- Fix 3d axes flickering in the negative direction when extremely zoomed out ([GH-90255](https://github.com/godotengine/godot/pull/90255)). -- Fix `Node3D.set_global_rotation()` resetting node scale ([GH-90584](https://github.com/godotengine/godot/pull/90584)). -- Fix `RayCast3D`'s debug draw transform not updating ([GH-90800](https://github.com/godotengine/godot/pull/90800)). -- Expose `create_from_arrays` in SurfaceTool and cleanup some naming ([GH-90834](https://github.com/godotengine/godot/pull/90834)). -- Subscribe to correct tracker signals ([GH-91031](https://github.com/godotengine/godot/pull/91031)). -- Fix `Path3D` tilt gizmo raycasting against local plane ([GH-91109](https://github.com/godotengine/godot/pull/91109)). -- Simplify the GPUParticles3D editor gizmo to improve readability ([GH-91226](https://github.com/godotengine/godot/pull/91226)). -- Add MultiNodeEdit support to MeshInstance3D editor ([GH-91620](https://github.com/godotengine/godot/pull/91620)). -- Disallow selection of ownerless nodes ([GH-92188](https://github.com/godotengine/godot/pull/92188)). -- Fix bounding box glitch ([GH-92275](https://github.com/godotengine/godot/pull/92275)). -- Fix null `debug_shape` being updated when `CollisionObject3D`'s transform changed ([GH-92302](https://github.com/godotengine/godot/pull/92302)). -- Make CSG shape dirty after changing Snap ([GH-93242](https://github.com/godotengine/godot/pull/93242)). -- Improve `SurfaceTool::generate_tangents` UV error message ([GH-93326](https://github.com/godotengine/godot/pull/93326)). -- Fix invalid inheritance of `OccluderInstance3D` ([GH-93354](https://github.com/godotengine/godot/pull/93354)). -- Fix Subviewport keeps using removed Camera3D child ([GH-93377](https://github.com/godotengine/godot/pull/93377)). -- Fix crash in Node3DEditorViewport selecting on empty scene ([GH-93404](https://github.com/godotengine/godot/pull/93404)). -- Improve viewport rotation gizmo drawing ([GH-93639](https://github.com/godotengine/godot/pull/93639)). -- Add alternative shortcut for Align Transform to View in the 3D editor ([GH-93675](https://github.com/godotengine/godot/pull/93675)). -- Fix "selectable nodes at position clicked" feature in 3D editor ([GH-94387](https://github.com/godotengine/godot/pull/94387)). +- Add `ArrayMesh::surface_remove` ([GH-76371](https://github.com/godotengine/godot/pull/76371)). +- Add 3D translation sensitivity to Editor Settings ([GH-81714](https://github.com/godotengine/godot/pull/81714)). +- Improve display for lightmap probes in the editor ([GH-83863](https://github.com/godotengine/godot/pull/83863)). +- Ignore locked nodes when click selecting in 3d editor ([GH-84831](https://github.com/godotengine/godot/pull/84831)). +- Add option to bake a mesh from animated skeleton pose ([GH-85018](https://github.com/godotengine/godot/pull/85018)). +- Add ShadowCastingSetting to MeshLibrary / GridMap items ([GH-85443](https://github.com/godotengine/godot/pull/85443)). +- Add `closed` property to `Curve3D` ([GH-86195](https://github.com/godotengine/godot/pull/86195)). +- Fix CSGShape3D's `_mesh_changed` to be thread safe ([GH-86538](https://github.com/godotengine/godot/pull/86538)). +- Fix `CSGShape3D` debug collision shapes being visible in editor ([GH-86699](https://github.com/godotengine/godot/pull/86699)). +- Clear drag preview material on `NOTIFICATION_DRAG_END` ([GH-87135](https://github.com/godotengine/godot/pull/87135)). +- Add ability to hide editor transform gizmo ([GH-87793](https://github.com/godotengine/godot/pull/87793)). +- Offset drag instantiated scenes that result in a collision by its bounds to mitigate overlap ([GH-88511](https://github.com/godotengine/godot/pull/88511)). +- Add CollisionShape3D custom debug colors ([GH-90644](https://github.com/godotengine/godot/pull/90644)). +- Adjust orthographic camera gizmo with respect to `keep_aspect` setting ([GH-90690](https://github.com/godotengine/godot/pull/90690)). +- Add Camera3D preview in Inspector ([GH-90778](https://github.com/godotengine/godot/pull/90778)). +- Optimize Editor `_init_grid()` ([GH-92734](https://github.com/godotengine/godot/pull/92734)). +- Add CSG options to bake to static mesh and collision shape ([GH-93252](https://github.com/godotengine/godot/pull/93252)). +- Allow tool scripts to alter transform of Node3DEditorViewport camera ([GH-93503](https://github.com/godotengine/godot/pull/93503)). +- Make viewport grid visible on all three planes in orthogonal camera view ([GH-93869](https://github.com/godotengine/godot/pull/93869)). +- Fix mesh corruption of CSG by using elalish/manifold ([GH-94321](https://github.com/godotengine/godot/pull/94321)). +- Add flag to enable use of accurate path tangents for polygon rotation in `CSGPolygon3D` ([GH-94479](https://github.com/godotengine/godot/pull/94479)). +- Fix gizmos without visible geometry not being selectable ([GH-94553](https://github.com/godotengine/godot/pull/94553)). +- Improve time to close scene with many 3D gizmos ([GH-94698](https://github.com/godotengine/godot/pull/94698)). +- Make primitive meshes react to texel size change ([GH-94726](https://github.com/godotengine/godot/pull/94726)). +- Fix Pressing Escape doesn't exit freelook in the 3D editor ([GH-95154](https://github.com/godotengine/godot/pull/95154)). +- Fix copy-paste and cut-paste in GridMap ([GH-95322](https://github.com/godotengine/godot/pull/95322)). +- Correct rotation gizmo plane math for off-center perspective view ([GH-95402](https://github.com/godotengine/godot/pull/95402)). +- Fix crash by ensuring selected node is a descendant of the edited scene ([GH-95420](https://github.com/godotengine/godot/pull/95420)). +- Fix incorrect warning on SkeletonModifier ([GH-95548](https://github.com/godotengine/godot/pull/95548)). +- Remember "View Grid" (per-viewport) setting between editor sessions ([GH-95874](https://github.com/godotengine/godot/pull/95874)). +- PathFollow3D update transform immediately by default ([GH-96140](https://github.com/godotengine/godot/pull/96140)). +- Fix crash when selecting ownerless 3D node ([GH-96199](https://github.com/godotengine/godot/pull/96199)). +- Fix instant transformations not being committed when used in succession ([GH-96530](https://github.com/godotengine/godot/pull/96530)). +- Cleanup Path3D editor ([GH-96651](https://github.com/godotengine/godot/pull/96651)). +- Use `thread_local` for `bones_backup` ([GH-96713](https://github.com/godotengine/godot/pull/96713)). +- Fix issue where editable children of 3D nodes would be selected ([GH-96765](https://github.com/godotengine/godot/pull/96765)). +- Hide white circle outline during instant transformations ([GH-96766](https://github.com/godotengine/godot/pull/96766)). +- Move GridMapEditor to bottom panel ([GH-96922](https://github.com/godotengine/godot/pull/96922)). +- Add quad mesh to material preview ([GH-97030](https://github.com/godotengine/godot/pull/97030)). +- Remove redundant `_3D_DISABLED` check from csg module ([GH-97479](https://github.com/godotengine/godot/pull/97479)). +- Editor: Improve cylinder gizmos ([GH-97535](https://github.com/godotengine/godot/pull/97535)). +- Improve global bone pose calculation in `Skeleton3D` ([GH-97538](https://github.com/godotengine/godot/pull/97538)). +- Improve UI of sun angle in the sun/preview env popup ([GH-97747](https://github.com/godotengine/godot/pull/97747)). +- Improve "No meshes to bake" LightmapGI error dialog in the editor ([GH-98297](https://github.com/godotengine/godot/pull/98297)). +- Fix `Camera3D::project_position()` when `depth == zfar` ([GH-98489](https://github.com/godotengine/godot/pull/98489)). +- Fix normals of very large `SphereMesh` and `CapsuleMesh` ([GH-98610](https://github.com/godotengine/godot/pull/98610)). +- Improve Mesh UV1/UV2 preview in the editor ([GH-98716](https://github.com/godotengine/godot/pull/98716)). +- Fix wrong checked menu item in 3D editor ([GH-98911](https://github.com/godotengine/godot/pull/98911)). +- Fix Gridmap shortcut conflicts with 3d editor ([GH-99170](https://github.com/godotengine/godot/pull/99170)). +- GridMap: Fix hidden gizmo at start-up ([GH-99354](https://github.com/godotengine/godot/pull/99354)). +- Update gridmap editor nodes when the gridmap node transform changes ([GH-99393](https://github.com/godotengine/godot/pull/99393)). +- Expose GridMapEditorPlugin to scripts and add methods to manipulate to the selection and selected palette item ([GH-99639](https://github.com/godotengine/godot/pull/99639)). +- Clean up UI of ReflectionProbe ([GH-99920](https://github.com/godotengine/godot/pull/99920)). +- Print better manifold errors and avoid crash on non manifold csg input ([GH-99959](https://github.com/godotengine/godot/pull/99959)). +- Adjust VoxelGI gizmo opacity ([GH-99969](https://github.com/godotengine/godot/pull/99969)). +- Allow Viewport children to lock, group, and insert keyframes ([GH-99994](https://github.com/godotengine/godot/pull/99994)). +- Mend gaps in meshes caused by trigonometric funcs ([GH-100020](https://github.com/godotengine/godot/pull/100020)). +- Enable Emulate Numpad by default in the 3D editor settings ([GH-100059](https://github.com/godotengine/godot/pull/100059)). +- Add ruler mode to 3D ([GH-100162](https://github.com/godotengine/godot/pull/100162)). +- Fix 3D editor snap setting values not being displayed correctly ([GH-100306](https://github.com/godotengine/godot/pull/100306)). +- Fix 3D CSG not reacting to child node order changes ([GH-100340](https://github.com/godotengine/godot/pull/100340)). +- Push some warnings for CSG non manifold and other errors ([GH-100361](https://github.com/godotengine/godot/pull/100361)). +- Remove solid boxes in gizmos of VoxelGI and ReflectionProbe ([GH-100370](https://github.com/godotengine/godot/pull/100370)). +- Fix errors when undoing collision generation for multiple meshes with different parents ([GH-100500](https://github.com/godotengine/godot/pull/100500)). +- Update the warnings for CSGShape3D ([GH-100526](https://github.com/godotengine/godot/pull/100526)). +- Fix crash when duplicating `Decal` or `Light3D` nodes ([GH-100632](https://github.com/godotengine/godot/pull/100632)). +- Follow-up of `ArrayMesh::surface_remove` addition ([GH-100643](https://github.com/godotengine/godot/pull/100643)). +- Fix 3D camera override when there is no camera in scene tree ([GH-100698](https://github.com/godotengine/godot/pull/100698)). +- Remove unused editor setting `editors/grid_map/editor_side` ([GH-100702](https://github.com/godotengine/godot/pull/100702)). +- Fix gaps in CSGPolygon3D spin mode at 360 degrees ([GH-100826](https://github.com/godotengine/godot/pull/100826)). +- Add an editor setting for the GridMap grid color ([GH-101101](https://github.com/godotengine/godot/pull/101101)). +- Make the GridMap editor cursor translucent ([GH-101103](https://github.com/godotengine/godot/pull/101103)). +- LightmapGI: Including `modules_enabled.gen.h` to properly check the configuration warning ([GH-101323](https://github.com/godotengine/godot/pull/101323)). +- Add ability to cancel rotation from viewport rotation gizmo ([GH-101369](https://github.com/godotengine/godot/pull/101369)). +- Make GridMap editor Preview Size setting take effect immediately after change ([GH-101455](https://github.com/godotengine/godot/pull/101455)). +- Fix SceneTreeDock::_new_scene_from()'s reset_scale in 3D ([GH-101943](https://github.com/godotengine/godot/pull/101943)). +- Fix visible viewport gizmos when preview camera is enabled on startup ([GH-102014](https://github.com/godotengine/godot/pull/102014)). +- Fix collision reposition with `CSGShape3D` ([GH-102286](https://github.com/godotengine/godot/pull/102286)). +- Physics Interpolation - Fix client interpolation pump ([GH-102653](https://github.com/godotengine/godot/pull/102653)). +- Add changeable freelook speed in Game Window ([GH-102704](https://github.com/godotengine/godot/pull/102704)). +- Fix stale VoxelGI warnings ([GH-102843](https://github.com/godotengine/godot/pull/102843)). #### Animation -- Autocomplete properties in `tween_property` ([GH-76591](https://github.com/godotengine/godot/pull/76591)). -- Add useful functions to `FilterEdit` in `AnimationBlendTreeEditor` ([GH-76654](https://github.com/godotengine/godot/pull/76654)). -- Simplify right-click track insertion code ([GH-80860](https://github.com/godotengine/godot/pull/80860)). -- Fix reset value when adding new Bezier track ([GH-82012](https://github.com/godotengine/godot/pull/82012)). -- Add `set_custom_interpolator()` to PropertyTweener ([GH-82306](https://github.com/godotengine/godot/pull/82306)). -- Refactor function `calculate_length_and_rotation()` from Skeleton2D ([GH-83397](https://github.com/godotengine/godot/pull/83397)). -- Fix setting bezier track handle mode from inspector ([GH-83533](https://github.com/godotengine/godot/pull/83533)). -- Make AnimationPlayerEditor read-only edit rules more permissive ([GH-84268](https://github.com/godotengine/godot/pull/84268)). -- Fix errors and warnings when loading Skeleton2D Modifications ([GH-84474](https://github.com/godotengine/godot/pull/84474)). -- Make AnimationTree reference AnimationPlayer instead of AnimationMixer ([GH-84583](https://github.com/godotengine/godot/pull/84583)). -- Replace memory allocation point of ValueTrack correctly in AnimationMixer ([GH-85001](https://github.com/godotengine/godot/pull/85001)). -- Fix imported track flag on sliced animations ([GH-85061](https://github.com/godotengine/godot/pull/85061)). -- Improve usability of zooming in the animation editor ([GH-85142](https://github.com/godotengine/godot/pull/85142)). -- Fix custom type icon sizes in animation tracks ([GH-85367](https://github.com/godotengine/godot/pull/85367)). -- Prevent a crash when calling `AnimationMixer::restore` with an invalid resource ([GH-85428](https://github.com/godotengine/godot/pull/85428)). -- Add multi-selection for `SpriteFramesEditor` ([GH-85494](https://github.com/godotengine/godot/pull/85494)). -- Copy track update mode when adding reset key ([GH-85540](https://github.com/godotengine/godot/pull/85540)). -- Fix AnimationPlayer seeking for Discrete keys ([GH-85569](https://github.com/godotengine/godot/pull/85569)). -- Make unstore AnimationLibrary if AnimationTree is assigned AnimationPlayer ([GH-85575](https://github.com/godotengine/godot/pull/85575)). -- Fix Tween loop initial value ([GH-85681](https://github.com/godotengine/godot/pull/85681)). -- Remove differences of the code between old AnimationTree and AnimationMixer ([GH-85794](https://github.com/godotengine/godot/pull/85794)). -- Fix linear interpolation not working with mixed (int/float) keyframes ([GH-86046](https://github.com/godotengine/godot/pull/86046)). -- Fix animated tile random start time not scaled to animation duration ([GH-86210](https://github.com/godotengine/godot/pull/86210)). -- Make default `blend_left` consider current blend amount ([GH-86221](https://github.com/godotengine/godot/pull/86221)). -- Fix discrete key retrieval method after start ([GH-86227](https://github.com/godotengine/godot/pull/86227)). -- Fix `blend_node` crash with invalid AnimationNode reference ([GH-86321](https://github.com/godotengine/godot/pull/86321)). -- Add `cubic_interpolate_in_time_variant()` to Animation ([GH-86601](https://github.com/godotengine/godot/pull/86601)). -- Add some options to Project Settings to silence warnings in AnimationMixer caching ([GH-86608](https://github.com/godotengine/godot/pull/86608)). -- Add a `CallbackModeDiscrete` property to `AnimationMixer` to handle the case of blending Continuous and Discrete tracks ([GH-86629](https://github.com/godotengine/godot/pull/86629)). -- Make default options of int value track refer to RESET animation ([GH-86630](https://github.com/godotengine/godot/pull/86630)). -- Fix some animation state corruptions on activate and reset on save ([GH-86644](https://github.com/godotengine/godot/pull/86644)). -- Fix invalid 3-to-4 renames of `add_animation` to `add_animation_library` ([GH-86647](https://github.com/godotengine/godot/pull/86647)). -- Make the retrieval of audio tracks consistent and implement trimming to AnimationTrackEditor shortcut and clean-up ([GH-86661](https://github.com/godotengine/godot/pull/86661)). -- Fix TrackCache conflict when tracks have same name but different type ([GH-86687](https://github.com/godotengine/godot/pull/86687)). -- Add `AnimationMixer::capture()` and `AnimationPlayer::play_with_capture()` as substitute of update mode capture ([GH-86715](https://github.com/godotengine/godot/pull/86715)). -- Add autocompletion options for AnimatedSprite's other play methods ([GH-86733](https://github.com/godotengine/godot/pull/86733)). -- Add icon, tooltip, rename button in AnimationLibraryEditor for clarity ([GH-86736](https://github.com/godotengine/godot/pull/86736)). -- Add autocompletion for SpriteFrames' methods ([GH-86754](https://github.com/godotengine/godot/pull/86754)). -- Add autocompletion for AnimationLibrary & AnimationMixer's methods ([GH-86799](https://github.com/godotengine/godot/pull/86799)). -- Copy InterpolationType / LoopMode for all track & UseBlend option for audio when adding reset keys ([GH-86867](https://github.com/godotengine/godot/pull/86867)). -- Add Autocompletion for AnimationNodeStateMachine & AnimationNodeBlendTree ([GH-86884](https://github.com/godotengine/godot/pull/86884)). -- Add autocompletion to AnimationNode ([GH-86888](https://github.com/godotengine/godot/pull/86888)). -- Skeleton3D: Convert 3.x skeletons ([GH-87050](https://github.com/godotengine/godot/pull/87050)). -- Add auto fit timeline and bezier scale on animation editor ([GH-87078](https://github.com/godotengine/godot/pull/87078)). -- Rework AnimationNode process for retrieving the semantic time info ([GH-87171](https://github.com/godotengine/godot/pull/87171)). -- Implement consistent functionality for select, copy, paste, and duplicate in AnimationPlayer ([GH-87250](https://github.com/godotengine/godot/pull/87250)). -- Fix passing int to tween's `from` with float property will be forced to interpolate as int ([GH-87459](https://github.com/godotengine/godot/pull/87459)). -- Allow `Node.create_tween()` outside SceneTree ([GH-87701](https://github.com/godotengine/godot/pull/87701)). -- Fix cubic interpolation wrong argument for the time ([GH-87772](https://github.com/godotengine/godot/pull/87772)). -- Fix quaternion keyframe optimization for collinear rotation over 180 degrees ([GH-87817](https://github.com/godotengine/godot/pull/87817)). -- Fix vertical zoom factor in Animation Bezier Editor ([GH-87857](https://github.com/godotengine/godot/pull/87857)). -- Fix unintentional translations in AnimationTree ([GH-87887](https://github.com/godotengine/godot/pull/87887)). -- Implement a base class `SkeletonModifier3D` as refactoring for nodes that may modify `Skeleton3D` ([GH-87888](https://github.com/godotengine/godot/pull/87888)). -- Fix converted 3.x `Skeleton3D` missing pose ([GH-88009](https://github.com/godotengine/godot/pull/88009)). -- Fix wrongly named compat binding ([GH-88110](https://github.com/godotengine/godot/pull/88110)). -- Improve AnimationMixer warnings ([GH-88247](https://github.com/godotengine/godot/pull/88247)). -- Remove unused signals in AnimationBezierTrackEdit ([GH-88302](https://github.com/godotengine/godot/pull/88302)). -- Implement Cut Selected Keys in AnimationPlayer ([GH-88350](https://github.com/godotengine/godot/pull/88350)). -- Fix Bezier Editor HandleMode UndoRedo History mismatch ([GH-88352](https://github.com/godotengine/godot/pull/88352)). -- Fix Bezier Editor throwing error when adding key with Ctrl+Click ([GH-88360](https://github.com/godotengine/godot/pull/88360)). -- Fix various bugs in Animation key right click actions ([GH-88445](https://github.com/godotengine/godot/pull/88445)). -- Fix crash with animation audio track offset ([GH-88446](https://github.com/godotengine/godot/pull/88446)). -- Fix Animation Bezier Editor key selection bugs ([GH-88459](https://github.com/godotengine/godot/pull/88459)). -- Fix some conditions for BezierTrack to distinguish between ValueTrack ([GH-88488](https://github.com/godotengine/godot/pull/88488)). -- Make `ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT` be default for AnimationPlayer ([GH-88492](https://github.com/godotengine/godot/pull/88492)). -- Fix snapping multiple keys in Animation ([GH-88498](https://github.com/godotengine/godot/pull/88498)). -- Fix AnimationMixer breaking animations with redundant check ([GH-88557](https://github.com/godotengine/godot/pull/88557)). -- Force non-numeric ValueTrack to use Discrete with Dominant ([GH-88661](https://github.com/godotengine/godot/pull/88661)). -- Make `Skeleton3D::add_bone` return the new bone index ([GH-88791](https://github.com/godotengine/godot/pull/88791)). -- Add new scene import option to import as Skeleton ([GH-88819](https://github.com/godotengine/godot/pull/88819)). -- Retargeting option to use a template for silhouette ([GH-88824](https://github.com/godotengine/godot/pull/88824)). -- Improvements to `Tween` memory management ([GH-88856](https://github.com/godotengine/godot/pull/88856)). -- Fix `BoneAttachment3D` responding to only local transform changes ([GH-88884](https://github.com/godotengine/godot/pull/88884)). -- Fix animation player error dialog focus ([GH-88926](https://github.com/godotengine/godot/pull/88926)). -- Fix wrong line of making flag to discrete in AnimationMixer ([GH-89329](https://github.com/godotengine/godot/pull/89329)). -- Make AnimationMixer consider Discrete for RESET track ([GH-89389](https://github.com/godotengine/godot/pull/89389)). -- Move the line of infinity loop checking in AnimationStateMachine ([GH-89575](https://github.com/godotengine/godot/pull/89575)). -- Add option to import skeleton rest as RESET animation ([GH-89629](https://github.com/godotengine/godot/pull/89629)). -- Fix AnimationPlayer pin behavior ([GH-89732](https://github.com/godotengine/godot/pull/89732)). -- Fix SpriteFrames editor visibility problems ([GH-89754](https://github.com/godotengine/godot/pull/89754)). -- Fix AnimationPlaybackTrack seeking behavior overall ([GH-89794](https://github.com/godotengine/godot/pull/89794)). -- Expose `SkeletonProfile.set/is_required` ([GH-89970](https://github.com/godotengine/godot/pull/89970)). -- Fix setting animation save paths on import breaking on Windows ([GH-90003](https://github.com/godotengine/godot/pull/90003)). -- Fix loop condition in bone mapping ([GH-90019](https://github.com/godotengine/godot/pull/90019)). -- Add tips detection to auto mapping in bone mapper ([GH-90050](https://github.com/godotengine/godot/pull/90050)). -- Apply "Remove Immutable Tracks" after post-import ([GH-90064](https://github.com/godotengine/godot/pull/90064)). -- Remove unavailable property binding `reset_on_save` from Skeleton3D ([GH-90231](https://github.com/godotengine/godot/pull/90231)). -- Fix Skeleton3D build error with `deprecated=no` ([GH-90308](https://github.com/godotengine/godot/pull/90308)). -- Separate value/bezier track caching process in AnimationMixer ([GH-90438](https://github.com/godotengine/godot/pull/90438)). -- Static allocation bones copy for SkeletonModifier ([GH-90517](https://github.com/godotengine/godot/pull/90517)). -- Remove `bone_pose_updated` signal and replace it with the `skeleton_updated` signal ([GH-90575](https://github.com/godotengine/godot/pull/90575)). -- Add SkeletonIK3D `get`/`set_interpolation` compat from #87888 ([GH-90780](https://github.com/godotengine/godot/pull/90780)). -- Set animation step from importers. Increase default step from 10 to 30FPS ([GH-90894](https://github.com/godotengine/godot/pull/90894)). -- Make seeking animation playback track consider internal seeking ([GH-90960](https://github.com/godotengine/godot/pull/90960)). -- Modify allocation process of the PhysicalBoneSimulator in Skeleton3D ([GH-91122](https://github.com/godotengine/godot/pull/91122)). -- Make adding track process to set interpolation type on creating RESET ([GH-91237](https://github.com/godotengine/godot/pull/91237)). -- Make activating on ready in AnimationPlayer respect the property value ([GH-91242](https://github.com/godotengine/godot/pull/91242)). -- Add `auto_capture` option to AnimationPlayer ([GH-91437](https://github.com/godotengine/godot/pull/91437)). -- Add argument options to AnimationPlayer for auto capture ([GH-91481](https://github.com/godotengine/godot/pull/91481)). -- Avoid incorrect computing anchor of Control node when reset on save with `saving` flag ([GH-91495](https://github.com/godotengine/godot/pull/91495)). -- Allow users to override `SkeletonModifier3D._process_modification` ([GH-91507](https://github.com/godotengine/godot/pull/91507)). -- Editor: Don't open `AnimationLibrary` as a scene ([GH-91522](https://github.com/godotengine/godot/pull/91522)). -- Make retarget keep global rest of unmapped bones if there are no mapped bones on the child ([GH-91560](https://github.com/godotengine/godot/pull/91560)). -- Make silhouette fixer option visibility dependent on availability ([GH-91641](https://github.com/godotengine/godot/pull/91641)). -- Invert start offset on AnimationNode custom timeline ([GH-91822](https://github.com/godotengine/godot/pull/91822)). -- Fix errors on pressing autoplay in sprite frames editor ([GH-91830](https://github.com/godotengine/godot/pull/91830)). -- Fix wrong usage of `parameters_base_path` StringName ([GH-91944](https://github.com/godotengine/godot/pull/91944)). -- Skeleton rest fixer: Apply orthonormalized scale to anims ([GH-92012](https://github.com/godotengine/godot/pull/92012)). -- Fix Deterministic blending with Dominant/Recessive doesn't have initial value even if there is no Discrete track ([GH-92126](https://github.com/godotengine/godot/pull/92126)). -- Replace List with LocalVector on Skeleton3D's bone transform update ([GH-92164](https://github.com/godotengine/godot/pull/92164)). -- Support Import As Skeleton Bones on glTF and AnimationLibrary import ([GH-92196](https://github.com/godotengine/godot/pull/92196)). -- Fix mesh instance not updated when changing blend shape values ([GH-92244](https://github.com/godotengine/godot/pull/92244)). -- Add `bake_fps` for FBXDocument, GLTFDocument and both import-export ([GH-92284](https://github.com/godotengine/godot/pull/92284)). -- Fix animation player controls being enabled when no player is selected ([GH-92473](https://github.com/godotengine/godot/pull/92473)). -- Fix error after create a new animation in an empty AnimationPlayer ([GH-92495](https://github.com/godotengine/godot/pull/92495)). -- Add blend point check to `AnimationNodeBlendSpace2D::_process()` ([GH-92636](https://github.com/godotengine/godot/pull/92636)). -- Fix unstable AnimationTrackEditor snapping value ([GH-92670](https://github.com/godotengine/godot/pull/92670)). -- Fix BlendSpace2D sync flagging line ([GH-92739](https://github.com/godotengine/godot/pull/92739)). -- Fix shader for SkeletonGizmo to follow renderer's reversed-z change ([GH-92774](https://github.com/godotengine/godot/pull/92774)). -- Fix seeking Animation immediately after playback for Discrete track ([GH-92861](https://github.com/godotengine/godot/pull/92861)). -- Don't allow creating invalid RESET keys ([GH-92870](https://github.com/godotengine/godot/pull/92870)). -- Expose `get_skeleton()` from `SkeletonModifier3D` ([GH-92896](https://github.com/godotengine/godot/pull/92896)). -- Add `get_concatenated_bone_names()` to `Skeleton3D` for `SkeletonModifier3D`'s enum hints ([GH-92925](https://github.com/godotengine/godot/pull/92925)). -- Fix unbound child bones of the PhysicalBone aren't modified ([GH-92931](https://github.com/godotengine/godot/pull/92931)). -- Restore "Confirm Insert Track" editor setting ([GH-92985](https://github.com/godotengine/godot/pull/92985)). -- Fix force continuous with un-interpolatable value is not applied correctly ([GH-93185](https://github.com/godotengine/godot/pull/93185)). -- AnimationTrackEdit: Cancel key drag when popup is shown ([GH-93257](https://github.com/godotengine/godot/pull/93257)). -- Fix displaying selected Bezier animation keys in inspector ([GH-93408](https://github.com/godotengine/godot/pull/93408)). -- Reset when disabling override pose in BoneAttachment3D ([GH-93482](https://github.com/godotengine/godot/pull/93482)). -- Fix animation Bezier editor crash when using undo after deleting AnimationPlayer ([GH-93492](https://github.com/godotengine/godot/pull/93492)). -- Optimize update flag by SkeletonModifier ([GH-93502](https://github.com/godotengine/godot/pull/93502)). -- Rework migration of `animate_physical_bones` for compatibility ([GH-93504](https://github.com/godotengine/godot/pull/93504)). -- Make AnimationTrackCaches invalid when animation is added ([GH-93505](https://github.com/godotengine/godot/pull/93505)). -- Fix `AnimatedSprite2D/3D::play` using wrong `end_frame` when playing backwards ([GH-93548](https://github.com/godotengine/godot/pull/93548)). -- Revert the default InterpolationType with angle property to Linear ([GH-93696](https://github.com/godotengine/godot/pull/93696)). -- Fix Bezier track init value on caching without RESET animation ([GH-93785](https://github.com/godotengine/godot/pull/93785)). -- Fix sprite frame editor crash with null `frames` pointer ([GH-93846](https://github.com/godotengine/godot/pull/93846)). -- Fix inconsistent behavior of Bezier editor undo operations upon selection of different animation ([GH-93860](https://github.com/godotengine/godot/pull/93860)). -- Fix AnimationPlayer `blend_times` sorting ([GH-93876](https://github.com/godotengine/godot/pull/93876)). -- Clamp bezier handle length to half the length of animation ([GH-93930](https://github.com/godotengine/godot/pull/93930)). -- Fix broken sync between animation TrackEditor and PlayerEditor ([GH-93980](https://github.com/godotengine/godot/pull/93980)). -- Fix property type of Sprite3D `frame_coords` to Vector2i from Vector2 ([GH-93982](https://github.com/godotengine/godot/pull/93982)). -- Fix focus shortcut when in the bezier curve editor ([GH-94054](https://github.com/godotengine/godot/pull/94054)). -- Re-add `Skeleton3D::animate_physical_bones` property ([GH-94291](https://github.com/godotengine/godot/pull/94291)). -- Fix the behavior of after selecting animation on AnimationPlayerEditor to reset position to `0` ([GH-94302](https://github.com/godotengine/godot/pull/94302)). -- Fix StateMachine process when transition to end & optimize StringName ([GH-94304](https://github.com/godotengine/godot/pull/94304)). -- Handle internal seek on AnimationPlayer to process discrete correctly ([GH-94420](https://github.com/godotengine/godot/pull/94420)). -- Add approximate comparing static methods to Animation and make Animation code use them ([GH-94554](https://github.com/godotengine/godot/pull/94554)). -- AnimationMixer: Fix `processed_hashes` type to `Animation::TypeHash` instead of `int` ([GH-94722](https://github.com/godotengine/godot/pull/94722)). -- Fix BlendShapeTrack insertion not working ([GH-94738](https://github.com/godotengine/godot/pull/94738)). -- Determine `break_loop_at_end` 1 frame earlier using prediction by delta ([GH-94858](https://github.com/godotengine/godot/pull/94858)). -- Make NodeTimeInfo be not stored in tscn to prevent AnimationTree version control contamination ([GH-94859](https://github.com/godotengine/godot/pull/94859)). -- Snap current position to the edge on animation finished ([GH-95023](https://github.com/godotengine/godot/pull/95023)). -- Fix crash on reimport scene with animations ([GH-95084](https://github.com/godotengine/godot/pull/95084)). -- Make `Skeleton3D` bone simulator an internal child ([GH-95239](https://github.com/godotengine/godot/pull/95239)). -- Make `Animation::capture_included` read-only ([GH-95377](https://github.com/godotengine/godot/pull/95377)). -- Editor: Fix missing bind for animation editor callback ([GH-95400](https://github.com/godotengine/godot/pull/95400)). -- Prevent to seek doubly on AnimationPlayerEditor ([GH-95405](https://github.com/godotengine/godot/pull/95405)). -- Editor: Fix `AnimationTrackEditor::timeline_changed` signal ([GH-95481](https://github.com/godotengine/godot/pull/95481)). - -#### Assetlib - -- Improve error reporting in the asset library and in related types ([GH-87628](https://github.com/godotengine/godot/pull/87628)). -- Fix broken layout of asset library page ([GH-88761](https://github.com/godotengine/godot/pull/88761)). -- Rename Official support level to Featured in the editor asset library ([GH-89987](https://github.com/godotengine/godot/pull/89987)). +- Add persistent folding to Animation Library Editor ([GH-86481](https://github.com/godotengine/godot/pull/86481)). +- Add per-bone meta to Skeleton3D ([GH-87150](https://github.com/godotengine/godot/pull/87150)). +- Update AnimationPlayer in real-time when keyframe properties change ([GH-91599](https://github.com/godotengine/godot/pull/91599)). +- Fix Bone2D gizmo scaling ([GH-91731](https://github.com/godotengine/godot/pull/91731)). +- Add markers to Animation ([GH-91765](https://github.com/godotengine/godot/pull/91765)). +- Don't lose in/out handles when bezier keyframe inserted on top of existing keyframe ([GH-91854](https://github.com/godotengine/godot/pull/91854)). +- Optimize AnimationMixer blend process ([GH-92838](https://github.com/godotengine/godot/pull/92838)). +- Allow keying properties when selecting multiple nodes ([GH-92842](https://github.com/godotengine/godot/pull/92842)). +- Allow theming animation editor ([GH-93577](https://github.com/godotengine/godot/pull/93577)). +- Add duplicate animation for SpriteFrames ([GH-93624](https://github.com/godotengine/godot/pull/93624)). +- GLTF: Implement `KHR_animation_pointer` for animating custom properties ([GH-94165](https://github.com/godotengine/godot/pull/94165)). +- Add `advance_on_start` option to `NodeAnimation` to handle `advance(0)` for each `NodeAnimation` ([GH-94372](https://github.com/godotengine/godot/pull/94372)). +- Fix animation library copy-paste not preserving resource reference ([GH-94429](https://github.com/godotengine/godot/pull/94429)). +- Add validation to glTF importer for Blendshape and Animation ([GH-94783](https://github.com/godotengine/godot/pull/94783)). +- Fix `AnimationPlayer` crash when it's made the scene root ([GH-94945](https://github.com/godotengine/godot/pull/94945)). +- Fix `Skeleton2D.{_set|_get}` always returning true ([GH-95124](https://github.com/godotengine/godot/pull/95124)). +- Fix drawing leaf `Bone2D` in `Polygon2D` UV editor ([GH-95258](https://github.com/godotengine/godot/pull/95258)). +- Avoid `[]` for `external_animation_library` import option ([GH-95505](https://github.com/godotengine/godot/pull/95505)). +- Fix errors about `UndoRedo` history mismatch when deleting bezier track ([GH-95518](https://github.com/godotengine/godot/pull/95518)). +- Add internal `_finish()` method to Tweener ([GH-95545](https://github.com/godotengine/godot/pull/95545)). +- Add separate timeline snapping control to Animation Editor ([GH-95638](https://github.com/godotengine/godot/pull/95638)). +- Add `BoneAttachment3D::get_skeleton()` method ([GH-95643](https://github.com/godotengine/godot/pull/95643)). +- Add hint for oneshot property & warning when it will be updated continuously by Force Continuous in `AnimationMixer` ([GH-95711](https://github.com/godotengine/godot/pull/95711)). +- Add documentation to clarify un-interpolatable type on animation blending ([GH-95722](https://github.com/godotengine/godot/pull/95722)). +- Fix crash when re-importing model with AnimationPlayer panel open and node selected ([GH-95795](https://github.com/godotengine/godot/pull/95795)). +- Fix animation timeline resize widget allowing invalid internal values ([GH-95947](https://github.com/godotengine/godot/pull/95947)). +- Allow jumping to previous/next keyframe in animation player ([GH-96013](https://github.com/godotengine/godot/pull/96013)). +- Add 3D skeleton preview to Advanced Importer ([GH-96094](https://github.com/godotengine/godot/pull/96094)). +- Revert scaled armature advanced importer preview fix ([GH-96095](https://github.com/godotengine/godot/pull/96095)). +- Add Revert support to SkeletonEditor ([GH-96196](https://github.com/godotengine/godot/pull/96196)). +- Fix Tweeners to emit `finished()` when underlying object is deleted ([GH-96216](https://github.com/godotengine/godot/pull/96216)). +- Fix physical bone update without simulating ([GH-96270](https://github.com/godotengine/godot/pull/96270)). +- Attempt applying RESET pose during import ([GH-96308](https://github.com/godotengine/godot/pull/96308)). +- Add `modf` function and fix animation editor snap behavior ([GH-96328](https://github.com/godotengine/godot/pull/96328)). +- Improve behavior of AnimationPlayer warnings ([GH-96414](https://github.com/godotengine/godot/pull/96414)). +- Fix overlapping in animation timeline display ([GH-96428](https://github.com/godotengine/godot/pull/96428)). +- Use antialiased line drawing in animation Bezier editor ([GH-96559](https://github.com/godotengine/godot/pull/96559)). +- Fix AnimationLibrary loading ([GH-96577](https://github.com/godotengine/godot/pull/96577)). +- Avoid bubbling up changed notification when on new item/key of dictionaries to avoid inspector wipeout ([GH-96623](https://github.com/godotengine/godot/pull/96623)). +- Update AnimationPlayer in real-time when bezier curve properties or bezier editor changes ([GH-96753](https://github.com/godotengine/godot/pull/96753)). +- Fix errors when creating bezier component tracks ([GH-96789](https://github.com/godotengine/godot/pull/96789)). +- Expose the optimize method of the Animation class to gdscript ([GH-96835](https://github.com/godotengine/godot/pull/96835)). +- Fix selection box + scrolling in animation editor ([GH-96902](https://github.com/godotengine/godot/pull/96902)). +- Fix syncing PhysicalBone internal poses individually ([GH-97007](https://github.com/godotengine/godot/pull/97007)). +- Add missing "Quad" capture TransitionType enum hint ([GH-97018](https://github.com/godotengine/godot/pull/97018)). +- Fix non const animation node `_process` virtual function ([GH-97020](https://github.com/godotengine/godot/pull/97020)). +- Fix animation `BezierEditor` uses only half the view ([GH-97111](https://github.com/godotengine/godot/pull/97111)). +- Fix Undo/Redo not working in Bezier Animation Editor when moving keys ([GH-97169](https://github.com/godotengine/godot/pull/97169)). +- Fix animation compression going the wrong way ([GH-97290](https://github.com/godotengine/godot/pull/97290)). +- Ensure `handle_modes` is given default values rather than flagging error if undefined ([GH-97380](https://github.com/godotengine/godot/pull/97380)). +- Move skin registration process into deferred on ready ([GH-97489](https://github.com/godotengine/godot/pull/97489)). +- Core: Fix sorting of `Dictionary` keys ([GH-97542](https://github.com/godotengine/godot/pull/97542)). +- Fix positioning of popup menu in AnimationLibrary editor ([GH-97560](https://github.com/godotengine/godot/pull/97560)). +- Fix keying of property subpaths ([GH-97563](https://github.com/godotengine/godot/pull/97563)). +- Fix mouse clamping in Animation Bezier Editor box select ([GH-97564](https://github.com/godotengine/godot/pull/97564)). +- Allow fractional FPS values in Animation Editor ([GH-97569](https://github.com/godotengine/godot/pull/97569)). +- Convert Vector to LocalVector in animation system ([GH-97687](https://github.com/godotengine/godot/pull/97687)). +- Use `LocalVector` for skeleton ([GH-97744](https://github.com/godotengine/godot/pull/97744)). +- Fix error when stopping empty animation player ([GH-97760](https://github.com/godotengine/godot/pull/97760)). +- Add RetargetModifier3D for realtime retarget to keep original rest ([GH-97824](https://github.com/godotengine/godot/pull/97824)). +- Allow seconds snapping to use minimum intervals of 0.0001 once more ([GH-97833](https://github.com/godotengine/godot/pull/97833)). +- Fix initial skin update timing in Skeleton3D ([GH-98009](https://github.com/godotengine/godot/pull/98009)). +- Fix inverted vertical zoom interaction in animation curve editor ([GH-98031](https://github.com/godotengine/godot/pull/98031)). +- Improve Select Markers dialog in AnimationTree editor ([GH-98224](https://github.com/godotengine/godot/pull/98224)). +- Prioritize proximity to green arrow when selecting overlapping transitions in AnimationNodeStateMachine ([GH-98401](https://github.com/godotengine/godot/pull/98401)). +- Reduce opacity of nodes with no shared transition when selecting an AnimationNodeStateMachine node ([GH-98402](https://github.com/godotengine/godot/pull/98402)). +- Improve Scale Selection in Animation tab ([GH-98419](https://github.com/godotengine/godot/pull/98419)). +- Implement LookAtModifier3D ([GH-98446](https://github.com/godotengine/godot/pull/98446)). +- Fix Skeleton doesn't update skin after deactivating modifiers when it has only one modifier ([GH-98536](https://github.com/godotengine/godot/pull/98536)). +- Add type filters to AnimationPlayer's "Add Track" ([GH-98558](https://github.com/godotengine/godot/pull/98558)). +- Add `Tween.tween_subtween` method for nesting tweens within each other ([GH-98660](https://github.com/godotengine/godot/pull/98660)). +- Fix `capture_cache.animation` was not cached ([GH-98706](https://github.com/godotengine/godot/pull/98706)). +- Fix animation editor snapping value not lowering as intended when holding shift ([GH-98826](https://github.com/godotengine/godot/pull/98826)). +- Add FPS compatible option in second mode of the animation editor snapping ([GH-99013](https://github.com/godotengine/godot/pull/99013)). +- Fix crash when inserting keyframes with empty properties array ([GH-99148](https://github.com/godotengine/godot/pull/99148)). +- Add animation node extension ([GH-99181](https://github.com/godotengine/godot/pull/99181)). +- Sort blend shapes in the inspector by ID instead of alphabetically ([GH-99231](https://github.com/godotengine/godot/pull/99231)). +- Add back `AnimationPlayer.get_argument_options` ([GH-99277](https://github.com/godotengine/godot/pull/99277)). +- Fix key is deselected by changing key time in KeyEdit in FPS mode ([GH-99319](https://github.com/godotengine/godot/pull/99319)). +- Fix spinner in AnimationTrackEdit in FPS mode ([GH-99324](https://github.com/godotengine/godot/pull/99324)). +- Add `explicit_elapse` option to AnimationNodeTimeSeek to handle some processes ([GH-99348](https://github.com/godotengine/godot/pull/99348)). +- Fix issues with animation markers drawing ([GH-99363](https://github.com/godotengine/godot/pull/99363)). +- Add `root_motion_local` option to AnimationMixer to pre-multiply root motion rotation accumulator before blending ([GH-99394](https://github.com/godotengine/godot/pull/99394)). +- Make start/end can be retrieved from each PlaybackData on AnimationPlayer ([GH-99585](https://github.com/godotengine/godot/pull/99585)). +- Make LookAtModifier3D adopt the bone name method ([GH-99612](https://github.com/godotengine/godot/pull/99612)). +- Fix `forward_vector` scale to handle `safe_margin` correctly in LookAtModifier ([GH-99613](https://github.com/godotengine/godot/pull/99613)). +- Make flipping flag consider influence in LookAtModifier3D ([GH-99619](https://github.com/godotengine/godot/pull/99619)). +- Fix orphan strings in `AnimationNodeStateMachine` ([GH-99934](https://github.com/godotengine/godot/pull/99934)). +- Make `backward` be parameter of the `AnimationTree` in the `AnimationNodeAnimation` ([GH-100039](https://github.com/godotengine/godot/pull/100039)). +- Add Show in FileSystem right click option to SpriteFrames ([GH-100276](https://github.com/godotengine/godot/pull/100276)). +- Remove dead code in `AnimationNodeStateMachine` ([GH-100324](https://github.com/godotengine/godot/pull/100324)). +- Fix Sync in BlendSpace1D/2D with BlendModeDiscrete ([GH-100373](https://github.com/godotengine/godot/pull/100373)). +- Make `AnimationNodeExtension` extend `AnimationNode` instead of `AnimationRootNode` ([GH-100416](https://github.com/godotengine/godot/pull/100416)). +- Rename animation node process function to avoid GDExtension name collision ([GH-100442](https://github.com/godotengine/godot/pull/100442)). +- Add an option for tweens to ignore `Engine.time_scale` ([GH-100735](https://github.com/godotengine/godot/pull/100735)). +- Core: Align naming and args of `(SceneTree)Timer` time scale methods ([GH-100752](https://github.com/godotengine/godot/pull/100752)). +- Make transform elements BitField in RetargetModifier ([GH-100811](https://github.com/godotengine/godot/pull/100811)). +- Move enum BoneAxis to SkeletonModifier from LookAtModifier ([GH-101148](https://github.com/godotengine/godot/pull/101148)). +- Fix `LookAtModifier3D` rest space incorrect rotation ([GH-101311](https://github.com/godotengine/godot/pull/101311)). +- Replace `Animation::_clear()` with explicit `.clear()` calls ([GH-101354](https://github.com/godotengine/godot/pull/101354)). +- Implement SpringBoneSimulator3D to wiggle chained bones ([GH-101409](https://github.com/godotengine/godot/pull/101409)). +- Add missing `TOOLS_ENABLED` block to `RetargetModifier3D` ([GH-101448](https://github.com/godotengine/godot/pull/101448)). +- Change reset timing of the AnimationMixer and Skeleton on save ([GH-101450](https://github.com/godotengine/godot/pull/101450)). +- Force update RetargetModifier3D's child skeletons on save ([GH-101451](https://github.com/godotengine/godot/pull/101451)). +- Fix shifted joint radius index in SpringBone gizmo and remove unused `end_bone_tip_radius` property ([GH-101525](https://github.com/godotengine/godot/pull/101525)). +- Add validation for rotation axis to SpringBoneSimulator3D ([GH-101571](https://github.com/godotengine/godot/pull/101571)). +- Fix glitch in `SpringBoneSimulator3D` by storing the previous frame's rotation instead of using no rotation when the axis is flipped ([GH-101651](https://github.com/godotengine/godot/pull/101651)). +- Clarify `SpringBoneSimulator3D`'s gravity units and improve documentation ([GH-101652](https://github.com/godotengine/godot/pull/101652)). +- Fix failure to load joints with individual config in SpringBone ([GH-101729](https://github.com/godotengine/godot/pull/101729)). +- Fix incomplete FPS spinbox display in sprite frames editor ([GH-101798](https://github.com/godotengine/godot/pull/101798)). +- Remove dead variable `end_bone_tip_radius` from SpringBoneSimulator ([GH-101861](https://github.com/godotengine/godot/pull/101861)). +- Add saving flag hack to Skeleton and revert reset timing of animation ([GH-102026](https://github.com/godotengine/godot/pull/102026)). +- Don't expose AnimationNodeStartState and AnimationNodeEndState as internal, this triggers a ClassDB bug ([GH-102433](https://github.com/godotengine/godot/pull/102433)). +- Prevent off-thread errors when generating resource previews for animation nodes ([GH-102692](https://github.com/godotengine/godot/pull/102692)). #### Audio -- Add interactive music support ([GH-64488](https://github.com/godotengine/godot/pull/64488)). -- Overhaul AudioStreamPlayer's documentation ([GH-81858](https://github.com/godotengine/godot/pull/81858)). -- Fix importing WAV files with odd chunk sizes ([GH-85556](https://github.com/godotengine/godot/pull/85556)). -- Fix permanently selected audio bus effects ([GH-85879](https://github.com/godotengine/godot/pull/85879)). -- Fix `OggPacketSequencePlayback::next_ogg_packet()` never returning false ([GH-85996](https://github.com/godotengine/godot/pull/85996)). -- Implement audio stream playback parameters ([GH-86473](https://github.com/godotengine/godot/pull/86473)). -- Optimize `AudioServer::_driver_process()` ([GH-86581](https://github.com/godotengine/godot/pull/86581)). -- Fix `AudioServer::start_playback_stream` does not iterate through given bus volumes ([GH-86584](https://github.com/godotengine/godot/pull/86584)). -- Add autocompletion for ClassDB & AudioServer ([GH-86777](https://github.com/godotengine/godot/pull/86777)). -- Fix playback position label update in Audio Stream Importer ([GH-86824](https://github.com/godotengine/godot/pull/86824)). -- Fix member names of `AudioFrame` to match extension ([GH-87006](https://github.com/godotengine/godot/pull/87006)). -- Fix Dummy audio driver initialization issue on WASAPI output device initialization failure ([GH-87010](https://github.com/godotengine/godot/pull/87010)). -- Add AudioStreamPlayerInternal to unify stream players ([GH-87061](https://github.com/godotengine/godot/pull/87061)). -- Fix a possible crash when importing an OGG file with zero-length packets ([GH-87246](https://github.com/godotengine/godot/pull/87246)). -- Fix AudioStreamPlayer3D autoplay and internal notifications ([GH-87732](https://github.com/godotengine/godot/pull/87732)). -- Fix wrong process method in AudioStreamPlayer ([GH-87830](https://github.com/godotengine/godot/pull/87830)). -- Fix data race regarding `prof_time` in `AudioDriver` and `AudioServer` ([GH-88005](https://github.com/godotengine/godot/pull/88005)). -- AudioEffectPitchShift: Prevent negative size memset (GCC warning) ([GH-88509](https://github.com/godotengine/godot/pull/88509)). -- AudioEffectPitchShift: Actually fix `-Wstringop-overflow warning` ([GH-88658](https://github.com/godotengine/godot/pull/88658)). -- Fix low volume sound output on iOS when Play and Record category is used ([GH-89006](https://github.com/godotengine/godot/pull/89006)). -- WAV importer: Use cubic interpolation on resampler ([GH-89071](https://github.com/godotengine/godot/pull/89071)). -- Add AudioEffectHardLimiter as a rework of audio limiter effect ([GH-89088](https://github.com/godotengine/godot/pull/89088)). -- Fix audio crackling issues due to incorrect WASAPI buffer size ([GH-89283](https://github.com/godotengine/godot/pull/89283)). -- Prevent crash in interactive playback ([GH-90481](https://github.com/godotengine/godot/pull/90481)). -- Move MIDI parsing up from ALSA driver to platform independent driver ([GH-90485](https://github.com/godotengine/godot/pull/90485)). -- Check for NaN in `set_volume_db` functions ([GH-90861](https://github.com/godotengine/godot/pull/90861)). -- Add QOA (Quite OK Audio) as a WAV compression mode ([GH-91014](https://github.com/godotengine/godot/pull/91014)). -- Don't ignore `audio/driver/output_latency.web` ([GH-91141](https://github.com/godotengine/godot/pull/91141)). -- Add sample playback support for Web exports ([GH-91382](https://github.com/godotengine/godot/pull/91382)). -- Use data length on QOA checks instead of min size ([GH-91714](https://github.com/godotengine/godot/pull/91714)). -- Fix error in AudioStreamPlayer2D ([GH-91929](https://github.com/godotengine/godot/pull/91929)). -- Use COM smart pointers in WASAPI driver ([GH-91975](https://github.com/godotengine/godot/pull/91975)). -- Fix polyphonic audio streams with id > 1 cannot be stopped or changed (MSVC mis-optimization) ([GH-93120](https://github.com/godotengine/godot/pull/93120)). -- Fix pausing issues when using Web Audio samples ([GH-93362](https://github.com/godotengine/godot/pull/93362)). -- Remove superfluous non-working sample playing check ([GH-93428](https://github.com/godotengine/godot/pull/93428)). -- Add vertical separation to audio bus ([GH-93507](https://github.com/godotengine/godot/pull/93507)). -- Fix Web samples finished missing signal ([GH-94044](https://github.com/godotengine/godot/pull/94044)). -- Fix audio samples not being able to be "finished" ([GH-94268](https://github.com/godotengine/godot/pull/94268)). -- Fix new stream types `mix()` not returning 0 when inactive ([GH-94514](https://github.com/godotengine/godot/pull/94514)). -- Fix typo that prevented samples finishing ([GH-94800](https://github.com/godotengine/godot/pull/94800)). -- Web: Gracefully handle non-finite audio volumes ([GH-94869](https://github.com/godotengine/godot/pull/94869)). -- Expand columns in the audio interactive transition editor ([GH-95134](https://github.com/godotengine/godot/pull/95134)). -- AudioStreamPolyphonic: Implement stopping with sample playback ([GH-95321](https://github.com/godotengine/godot/pull/95321)). +- Use the Dummy audio driver in the project manager ([GH-38208](https://github.com/godotengine/godot/pull/38208)). +- Optimize cubic hermite algorithm in AudioStreamPlaybackResampled ([GH-83536](https://github.com/godotengine/godot/pull/83536)). +- Expose some AudioStreamPlayback methods (namely `mix_audio()`) ([GH-86539](https://github.com/godotengine/godot/pull/86539)). +- [macOS/iOS] Use hardware sampling rates for audio I/O ([GH-88628](https://github.com/godotengine/godot/pull/88628)). +- Fix `SubViewport`/`AudioStreamPlayer2D` crash ([GH-91123](https://github.com/godotengine/godot/pull/91123)). +- Add missing audio bus button styles ([GH-93443](https://github.com/godotengine/godot/pull/93443)). +- Add runtime file loading to `AudioStreamWAV` ([GH-93831](https://github.com/godotengine/godot/pull/93831)). +- Fix AudioStreamPlayer `get_playback_position()` for web build ([GH-95197](https://github.com/godotengine/godot/pull/95197)). +- Expose `AudioStreamPlayer{2D,3D}::set_playing` and remove `AudioStreamPlayer::{2D,3D}::_is_active` ([GH-95375](https://github.com/godotengine/godot/pull/95375)). +- Add `stop_callable` to `AudioStreamPlayerInternal` ([GH-95386](https://github.com/godotengine/godot/pull/95386)). +- QOA: Remove unnecessary memory allocation ([GH-95463](https://github.com/godotengine/godot/pull/95463)). +- Improve AudioStreamPlayer icons ([GH-95763](https://github.com/godotengine/godot/pull/95763)). +- Fix interactive audio transitions with wrong volume ([GH-95803](https://github.com/godotengine/godot/pull/95803)). +- ResourceImporterWAV: Enable QOA compression by default ([GH-95815](https://github.com/godotengine/godot/pull/95815)). +- Expose `AudioStreamPlaybackInteractive::get_current_clip_index()` ([GH-95839](https://github.com/godotengine/godot/pull/95839)). +- Honor `pitch_scale` value before playing audio sample ([GH-95862](https://github.com/godotengine/godot/pull/95862)). +- Add Web MIDI support ([GH-95928](https://github.com/godotengine/godot/pull/95928)). +- MP3: Remove unnecessary memory allocation ([GH-95999](https://github.com/godotengine/godot/pull/95999)). +- AudioStream(Playback)WAV: Use LocalVectors instead of pointers ([GH-96017](https://github.com/godotengine/godot/pull/96017)). +- WAV: Add missing break on `get_length()` ([GH-96080](https://github.com/godotengine/godot/pull/96080)). +- WAV stream/importer: Improve compression/loop names and descriptions ([GH-96174](https://github.com/godotengine/godot/pull/96174)). +- ResourceImporterWAV: Fix memory leak on QOA import ([GH-96198](https://github.com/godotengine/godot/pull/96198)). +- MP3: Use heap for big struct when setting data ([GH-96240](https://github.com/godotengine/godot/pull/96240)). +- Use `qoa.c` and custom compress procedure ([GH-96346](https://github.com/godotengine/godot/pull/96346)). +- Fix leak when using audio samples instead of streams ([GH-96572](https://github.com/godotengine/godot/pull/96572)). +- Fix AudioStreamPlayer3D still processing when out of range ([GH-96677](https://github.com/godotengine/godot/pull/96677)). +- WAV: Fix one frame overflow at the end ([GH-96768](https://github.com/godotengine/godot/pull/96768)). +- [Editor, Servers] Minor optimizations ([GH-96875](https://github.com/godotengine/godot/pull/96875)). +- AudioStreamMP3: Use a LocalVector to store data ([GH-97026](https://github.com/godotengine/godot/pull/97026)). +- Fix `AudioStreamMicrophone` crash on scene-reload ([GH-97032](https://github.com/godotengine/godot/pull/97032)). +- AudioEffectPitchShift: Fix distortion when pitch is 1.0 ([GH-97109](https://github.com/godotengine/godot/pull/97109)). +- Expose Viewport methods to get current 2D/3D audio listener ([GH-97159](https://github.com/godotengine/godot/pull/97159)). +- Vorbis: Remove redundant bounds check ([GH-97547](https://github.com/godotengine/godot/pull/97547)). +- AudioStreamImport: Allow waveform resize ([GH-97551](https://github.com/godotengine/godot/pull/97551)). +- Fix `AudioStreamPlayback`'s `_stop()` not being called when `AudioStreamPlayer`'s `stop()` is called ([GH-97625](https://github.com/godotengine/godot/pull/97625)). +- Fix freeze when data chunk size in WAV header is larger than the actual size ([GH-97711](https://github.com/godotengine/godot/pull/97711)). +- Web: Make audio bus fetching more resilient to errors ([GH-97739](https://github.com/godotengine/godot/pull/97739)). +- Remove playback fade-in and add comments to `AudioServer` ([GH-98131](https://github.com/godotengine/godot/pull/98131)). +- Fix iOS audio driver attempting to start output too early ([GH-98305](https://github.com/godotengine/godot/pull/98305)). +- Add `AudioServer.get_driver_name()` to get the actual audio driver name ([GH-98435](https://github.com/godotengine/godot/pull/98435)). +- Fix `AudioStreamWAV::save_to_wav` adding extra '.wav' to file if existing ext is not lower case ([GH-98717](https://github.com/godotengine/godot/pull/98717)). +- Fix `fade_beats` defined as `int` in `audio_stream_interactive.h` ([GH-99186](https://github.com/godotengine/godot/pull/99186)). +- Document `AudioStreamPlayer.get_playback_position()` intentionally always returning `0.0` when using `AudioStreamInteractive` ([GH-99200](https://github.com/godotengine/godot/pull/99200)). +- Add `volume_linear` property and getter/setter methods for audio-related classes ([GH-99268](https://github.com/godotengine/godot/pull/99268)). +- Implement `AudioStreamSynchronized::get_bar_beats()`, fix division by zero ([GH-99327](https://github.com/godotengine/godot/pull/99327)). +- Fix code consistency between AudioStreamPlayer2D and AudioStreamPlayer3D ([GH-99734](https://github.com/godotengine/godot/pull/99734)). +- Fix AudioStreamPlayer2D/3D's `get_playback_position` returning `0` right after calling `seek` ([GH-99759](https://github.com/godotengine/godot/pull/99759)). +- TestAudioStreamWAV: use runtime load instead of importer ([GH-100022](https://github.com/godotengine/godot/pull/100022)). +- Prevent WASAPI error spam when device cannot be initialized ([GH-100116](https://github.com/godotengine/godot/pull/100116)). +- Add missing `GDVIRTUAL_BIND()` for `AudioStream::_has_loop()` and `::_get_bar_beats()` ([GH-100126](https://github.com/godotengine/godot/pull/100126)). +- Web: Restore ScriptProcessorNode audio driver fallback ([GH-100245](https://github.com/godotengine/godot/pull/100245)). +- Add AudioStreamMP3 `load_from_file`/`load_from_buffer` and harmonize other audio streams ([GH-100307](https://github.com/godotengine/godot/pull/100307)). +- Fix default `AudioBusLayout` not loading correctly if path is set in Project Settings ([GH-100371](https://github.com/godotengine/godot/pull/100371)). +- Fix a crash trying to save an empty AudioStream ([GH-100422](https://github.com/godotengine/godot/pull/100422)). +- Fix initialization order in `AudioStreamInteractive` to allow `initial_clip` to be properly played ([GH-100552](https://github.com/godotengine/godot/pull/100552)). +- Stop AudioStreamPlayback only if it's not playing ([GH-101097](https://github.com/godotengine/godot/pull/101097)). +- Fix GCC warning about potential stringop-overflow in AudioEffectPitcShift ([GH-101279](https://github.com/godotengine/godot/pull/101279)). +- Fix Theora video issues ([GH-101958](https://github.com/godotengine/godot/pull/101958)). +- Initialize pa_buffer_attr.maxlength to -1 ([GH-102069](https://github.com/godotengine/godot/pull/102069)). +- Web: Fix audio issues with samples and GodotPositionReportingProcessor ([GH-102163](https://github.com/godotengine/godot/pull/102163)). +- AudioFilterSW: Fix audio cutting out due to numerical errors ([GH-102210](https://github.com/godotengine/godot/pull/102210)). +- AudioStreamGenerator: Add mixing rate presets, update docs ([GH-102691](https://github.com/godotengine/godot/pull/102691)). +- Web: Remove position pool system and return false when done instead ([GH-102715](https://github.com/godotengine/godot/pull/102715)). +- Web: Fix issue when pausing an non-started sample ([GH-102955](https://github.com/godotengine/godot/pull/102955)). #### Buildsystem -- Add option in SCons to clone env variables ([GH-70770](https://github.com/godotengine/godot/pull/70770)). -- SCons: Add `stack_size` and `default_pthread_stack_size` options to Web target ([GH-75166](https://github.com/godotengine/godot/pull/75166)). -- SCons: Add `-ffile-prefix-map` GCC/Clang option to make debug file paths relative ([GH-78232](https://github.com/godotengine/godot/pull/78232)). -- MinGW: Force separate debug symbols if executable size is larger than 1.9 GB ([GH-79875](https://github.com/godotengine/godot/pull/79875)). -- Remove lgtm.yml since LGTM is now replaced by Github Code Scanning ([GH-81874](https://github.com/godotengine/godot/pull/81874)). -- Identify pull request builds from GitHub Actions with the PR number ([GH-83448](https://github.com/godotengine/godot/pull/83448)). -- CI: Enable ANGLE static linking ([GH-84175](https://github.com/godotengine/godot/pull/84175)). -- Add `generate_apk=yes` to generate an APK after building ([GH-84440](https://github.com/godotengine/godot/pull/84440)). -- Use Python venv if detected when building VS project ([GH-84593](https://github.com/godotengine/godot/pull/84593)). -- Only build glslang if Vulkan or Direct3D 12 rendering is enabled ([GH-84613](https://github.com/godotengine/godot/pull/84613)). -- Add parameter to allow generation of the Godot native shared libraries from gradle ([GH-84674](https://github.com/godotengine/godot/pull/84674)). -- New Visual Studio project generation logic that supports any platform that wants to opt in ([GH-84885](https://github.com/godotengine/godot/pull/84885)). -- Alias `platform=javascript` SCons option to `platform=web` ([GH-84979](https://github.com/godotengine/godot/pull/84979)). -- SCons: Add two new `COMSTR` environment variables ([GH-85153](https://github.com/godotengine/godot/pull/85153)). -- SCons: Update mypy ([GH-85192](https://github.com/godotengine/godot/pull/85192)). -- Run `Clean` in Windows SCsub to clean up debug files ([GH-85197](https://github.com/godotengine/godot/pull/85197)). -- macOS: Check Apple specific version instead of generic clang version ([GH-85206](https://github.com/godotengine/godot/pull/85206)). -- SCons: Change `Environment` type hints to `SConsEnvironment` ([GH-85322](https://github.com/godotengine/godot/pull/85322)). -- Fix the Web platform team's codeowners link ([GH-85746](https://github.com/godotengine/godot/pull/85746)). -- Refactor and fix `make_virtuals.py` ([GH-85770](https://github.com/godotengine/godot/pull/85770)). -- Fix invalid Python escape sequences ([GH-85818](https://github.com/godotengine/godot/pull/85818)). -- Instruct users to add code/errors as text in issues ([GH-86006](https://github.com/godotengine/godot/pull/86006)). -- Set what were default values for Web platform linker flags `-sSTACK_SIZE` and `-sDEFAULT_PTHREAD_STACK_SIZE` ([GH-86036](https://github.com/godotengine/godot/pull/86036)). -- D3D12: Add missing DLL architecture paths for the 32-bit builds ([GH-86107](https://github.com/godotengine/godot/pull/86107)). -- Mention `etcpak` changes in thirdparty/README.md ([GH-86236](https://github.com/godotengine/godot/pull/86236)). -- [iOS/macOS] Add option to automatically build (and sign / archive) bundles ([GH-86255](https://github.com/godotengine/godot/pull/86255)). -- Allow detecting when building as an engine module ([GH-86269](https://github.com/godotengine/godot/pull/86269)). -- Fix Clang `-Winconsistent-missing-override` warning ([GH-86392](https://github.com/godotengine/godot/pull/86392)). -- Add a python script to install Direct3D 12 SDK components ([GH-86717](https://github.com/godotengine/godot/pull/86717)). -- Fix some build errors with `disable_3d=yes` ([GH-86874](https://github.com/godotengine/godot/pull/86874)). -- SCons: Fix `CCFLAGS`, `LINKFLAGS`, etc. command line overrides ([GH-86964](https://github.com/godotengine/godot/pull/86964)). -- Add `tests/python_build` to clang-format pre-commit hook ignore list ([GH-87000](https://github.com/godotengine/godot/pull/87000)). -- Revamp `godot.natvis` to improve VS debugging experience ([GH-87053](https://github.com/godotengine/godot/pull/87053)). -- SCons: Silence redundant MSVC output ([GH-87154](https://github.com/godotengine/godot/pull/87154)). -- makerst: Suggest using `[code skip-lint]` to skip warnings if intended ([GH-87218](https://github.com/godotengine/godot/pull/87218)). -- Windows: Remove `dxc_path` check ([GH-87247](https://github.com/godotengine/godot/pull/87247)). -- macOS: Fix MoltenVK SDK detection after file location changes in 1.3.275.0 ([GH-87305](https://github.com/godotengine/godot/pull/87305)). -- Update Android dependencies for the project ([GH-87346](https://github.com/godotengine/godot/pull/87346)). -- iOS: Update linker flags for Xcode 15.2 ([GH-87358](https://github.com/godotengine/godot/pull/87358)). -- Linux: Add support for PCK embedding section with non GNU-ld linkers ([GH-87464](https://github.com/godotengine/godot/pull/87464)). -- CI: Update `mymindstorm/setup-emsdk` to v14, should fix cache folder conflicts ([GH-87575](https://github.com/godotengine/godot/pull/87575)). -- SCons: Fix Windows cross-compilation from Linux after #86717 ([GH-87609](https://github.com/godotengine/godot/pull/87609)). -- SCons: Add proper MinGW support to D3D12 deps install script ([GH-87619](https://github.com/godotengine/godot/pull/87619)). -- D3D12: Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in ([GH-87624](https://github.com/godotengine/godot/pull/87624)). -- Undefine yet another macro from Windows headers ([GH-87627](https://github.com/godotengine/godot/pull/87627)). -- Avoid non-constant-expression cannot be narrowed on Windows on mingw ([GH-87720](https://github.com/godotengine/godot/pull/87720)). -- Use raw strings for D3D12 install messages ([GH-87734](https://github.com/godotengine/godot/pull/87734)). -- Wayland: Disable backend at build-time if wayland-scanner is missing ([GH-87765](https://github.com/godotengine/godot/pull/87765)). -- Fix `godot.natvis` after CowData 64-bit promotion ([GH-87848](https://github.com/godotengine/godot/pull/87848)). -- CI scripts: Fix `printf` for format checks ([GH-87864](https://github.com/godotengine/godot/pull/87864)). -- Add basic Emacs `.gitignore` entries ([GH-87878](https://github.com/godotengine/godot/pull/87878)). -- macOS: Check Vulkan SDK version when looking for MoltenVK libs ([GH-87960](https://github.com/godotengine/godot/pull/87960)). -- Fix emscripten 3.1.51 breaking change about `*glGetProcAddress()` ([GH-87981](https://github.com/godotengine/godot/pull/87981)). -- Web: Bump closure compiler spec to `ECMASCRIPT_2021` ([GH-88010](https://github.com/godotengine/godot/pull/88010)). -- SCons: Fix incremental builds breaking when querying the dependency tree from a SCsub ([GH-88025](https://github.com/godotengine/godot/pull/88025)). -- Silence wayland-scanner check in buildsystem ([GH-88028](https://github.com/godotengine/godot/pull/88028)). -- SCons: Use r-strings for wayland-scanner builder command ([GH-88134](https://github.com/godotengine/godot/pull/88134)). -- Add first interaction action to better inform newcomers ([GH-88137](https://github.com/godotengine/godot/pull/88137)). -- Remove 3.x references in the pull request template ([GH-88159](https://github.com/godotengine/godot/pull/88159)). -- Visual Studio: Don't override user options. Add additional vs hint information ([GH-88244](https://github.com/godotengine/godot/pull/88244)). -- C#: Let platforms signal if they support the mono module or not ([GH-88245](https://github.com/godotengine/godot/pull/88245)). -- Visual Studio: Fix user workflows with custom user VS configurations ([GH-88253](https://github.com/godotengine/godot/pull/88253)). -- Avoid unqualified-id "near" and "far" in Node3DEditor/Viewport ([GH-88270](https://github.com/godotengine/godot/pull/88270)). -- Fix gradle build errors when the build path contains non-ASCII characters ([GH-88304](https://github.com/godotengine/godot/pull/88304)). -- Always enable debug symbols when developing with Android Studio ([GH-88382](https://github.com/godotengine/godot/pull/88382)). -- Fix running tests in template builds ([GH-88452](https://github.com/godotengine/godot/pull/88452)). -- Fix formatting in bug report template ([GH-88457](https://github.com/godotengine/godot/pull/88457)). -- Windows: Make D3D12 loading dynamic to support pre-Windows 10 versions ([GH-88496](https://github.com/godotengine/godot/pull/88496)). -- Disable the crash handler if `execinfo=no` scons option is set ([GH-88520](https://github.com/godotengine/godot/pull/88520)). -- OS_LinuxBSD: Add missing RenderServer include for `get_video_adapter_driver_info` ([GH-88525](https://github.com/godotengine/godot/pull/88525)). -- Add `WASM_BIGINT` linker flag to the web build ([GH-88594](https://github.com/godotengine/godot/pull/88594)). -- CI: Update actions to latest versions, use default runner .NET version ([GH-88671](https://github.com/godotengine/godot/pull/88671)). -- Fix some additional errors with 3D disabled ([GH-88704](https://github.com/godotengine/godot/pull/88704)). -- Replace hand-written pre-commit hooks with `pre-commit` Python tool ([GH-88866](https://github.com/godotengine/godot/pull/88866)). -- Visual Studio: Improve performance of parsing project file ([GH-88949](https://github.com/godotengine/godot/pull/88949)). -- Fix compilation errors when `DISABLE_DEPRECATED` is defined ([GH-88958](https://github.com/godotengine/godot/pull/88958)). -- Pre-commit: Update to clang-format 17.0.6 and black 24.2.0 ([GH-88959](https://github.com/godotengine/godot/pull/88959)). -- Fix linking NavigationServer2D/3D with all classes disabled in build profile ([GH-88986](https://github.com/godotengine/godot/pull/88986)). -- macOS: Fix some deprecation warnings ([GH-88987](https://github.com/godotengine/godot/pull/88987)). -- SCons: Set `silence_msvc` to false by default ([GH-89159](https://github.com/godotengine/godot/pull/89159)). -- Fix build on MSVC 2017 ([GH-89168](https://github.com/godotengine/godot/pull/89168)). -- Fix POT generation missing some strings when built-in ones are enabled ([GH-89227](https://github.com/godotengine/godot/pull/89227)). -- Windows: Avoid `scale_with_dpi` constexpr compiler error ([GH-89303](https://github.com/godotengine/godot/pull/89303)). -- Fix MoltenVK detection ([GH-89327](https://github.com/godotengine/godot/pull/89327)). -- Enforce `\n` eol for Python writes ([GH-89333](https://github.com/godotengine/godot/pull/89333)). -- SCons: Ensure `with` statement where applicable ([GH-89361](https://github.com/godotengine/godot/pull/89361)). -- SCons: Convert remaining `run_in_subprocess` to `env.Run` ([GH-89365](https://github.com/godotengine/godot/pull/89365)). -- SCons: Remove `run_in_subprocess` & `subprocess_main` dependencies ([GH-89393](https://github.com/godotengine/godot/pull/89393)). -- Pre-commit: Fix `copyright_headers.py` to run on all relevant files ([GH-89421](https://github.com/godotengine/godot/pull/89421)). -- SCons: Enable the experimental Ninja backend and minimize timestamp changes to generated code ([GH-89452](https://github.com/godotengine/godot/pull/89452)). -- Fix GCC build warning ([GH-89453](https://github.com/godotengine/godot/pull/89453)). -- Fix `compiledb` SCons tool availability ([GH-89481](https://github.com/godotengine/godot/pull/89481)). -- SCons: Disable verbose output for SCU build ([GH-89483](https://github.com/godotengine/godot/pull/89483)). -- CI: Enable submodules on the checkout action ([GH-89552](https://github.com/godotengine/godot/pull/89552)). -- Fix some build errors with `disable_3d=yes` ([GH-89760](https://github.com/godotengine/godot/pull/89760)). -- Fix encoding when reading files ([GH-89858](https://github.com/godotengine/godot/pull/89858)). -- CI: Work around diff size limit for static checks ([GH-89944](https://github.com/godotengine/godot/pull/89944)). -- CI: Improve fetching of changed files ([GH-89980](https://github.com/godotengine/godot/pull/89980)). -- SCons: Fix Ninja compilation with MSVC ([GH-90208](https://github.com/godotengine/godot/pull/90208)). -- SCons: Refactor `selected_platform` conditional ([GH-90214](https://github.com/godotengine/godot/pull/90214)). -- Fix first interaction line breaks ([GH-90221](https://github.com/godotengine/godot/pull/90221)). -- Remove buggy first interaction ([GH-90261](https://github.com/godotengine/godot/pull/90261)). -- SCons: Ensure *all* generated files can be cleaned ([GH-90270](https://github.com/godotengine/godot/pull/90270)). -- Bump GitHub workflows to SCons 4.7 ([GH-90304](https://github.com/godotengine/godot/pull/90304)). -- SCons: Fix SCU build regression on Windows ([GH-90450](https://github.com/godotengine/godot/pull/90450)). -- Replace `black` formatter with `ruff` ([GH-90457](https://github.com/godotengine/godot/pull/90457)). -- Ensure all Visual Studio files are generated with CRLF ([GH-90495](https://github.com/godotengine/godot/pull/90495)). -- mbedTLS: Add patch to fix build errors with some MSVC versions ([GH-90535](https://github.com/godotengine/godot/pull/90535)). -- SCons: Silence MSVC output bloat without hiding errors ([GH-90551](https://github.com/godotengine/godot/pull/90551)). -- Visual Studio: Fix indentation in sln file, VS is VERY PICKY ([GH-90579](https://github.com/godotengine/godot/pull/90579)). -- Fix infinite while loop on empty added file ([GH-90588](https://github.com/godotengine/godot/pull/90588)). -- SCons: Fix `silence_msvc` regression ([GH-90626](https://github.com/godotengine/godot/pull/90626)). -- mbedTLS: Fix build without the module on MinGW ([GH-90691](https://github.com/godotengine/godot/pull/90691)). -- SCons: Make new `debug_paths_relative` option opt-in ([GH-90692](https://github.com/godotengine/godot/pull/90692)). -- Only define `ENGINE_UPDATE_CHECK_ENABLED` in editor builds ([GH-90781](https://github.com/godotengine/godot/pull/90781)). -- SCons: Convert `env_base` to `env` ([GH-90814](https://github.com/godotengine/godot/pull/90814)). -- SCons: Utilize native Variable alias functionality ([GH-90857](https://github.com/godotengine/godot/pull/90857)). -- SCons: Disable `show_progress` with Ninja ([GH-90858](https://github.com/godotengine/godot/pull/90858)). -- Web: Fix building for web on Windows ([GH-90939](https://github.com/godotengine/godot/pull/90939)). -- SCons: Only use alias if SCons v4.3 or later ([GH-91072](https://github.com/godotengine/godot/pull/91072)). -- CI: [macOS] Fix CI with new GitHub runners ([GH-91074](https://github.com/godotengine/godot/pull/91074)). -- SCons: `scons_version` to environment variable ([GH-91080](https://github.com/godotengine/godot/pull/91080)). -- CI: [macOS] Build for both `arm64` and `x86_64` ([GH-91106](https://github.com/godotengine/godot/pull/91106)). -- Web: Fix closure compiler typedef annotation ([GH-91202](https://github.com/godotengine/godot/pull/91202)). -- Fix GCC 14 `-Wtemplate-id-cdtor` warnings ([GH-91208](https://github.com/godotengine/godot/pull/91208)). -- SCons: Colorize warnings/errors during generation ([GH-91220](https://github.com/godotengine/godot/pull/91220)). -- Add a GDB pretty printer to aid in debugging ([GH-91280](https://github.com/godotengine/godot/pull/91280)). -- SCons: Fixes for warn/error colorization ([GH-91318](https://github.com/godotengine/godot/pull/91318)). -- Fix for Android build on Windows ([GH-91339](https://github.com/godotengine/godot/pull/91339)). -- mbedtls: Disable AESCE on Linux ARM32, doesn't compile on our target arch ([GH-91356](https://github.com/godotengine/godot/pull/91356)). -- Fix arm64/Windows build ([GH-91360](https://github.com/godotengine/godot/pull/91360)). -- Update dependencies in D3D12 SDK installer script ([GH-91416](https://github.com/godotengine/godot/pull/91416)). -- CI: Speedup `pre-commit` static check ([GH-91417](https://github.com/godotengine/godot/pull/91417)). -- Remove "AnalyzeTemporaryDtors" from clang-tidy file ([GH-91559](https://github.com/godotengine/godot/pull/91559)). -- Fix missing space in missing sdkmanager error message ([GH-91574](https://github.com/godotengine/godot/pull/91574)). -- CI: Overhaul static checks to use `pre-commit` ([GH-91597](https://github.com/godotengine/godot/pull/91597)). -- SCons: Generate all scripts natively, implement wrapper function ([GH-91624](https://github.com/godotengine/godot/pull/91624)). -- miniupnpc: Disable socket timeout on Windows, matching upstream ([GH-91636](https://github.com/godotengine/godot/pull/91636)). -- Fix `builtin_embree=no` build linking the wrong version of Embree ([GH-91684](https://github.com/godotengine/godot/pull/91684)). -- CI: Use Emscripten 3.1.59 for Web platform ([GH-91687](https://github.com/godotengine/godot/pull/91687)). -- SCons: Process platform-specific flags earlier ([GH-91791](https://github.com/godotengine/godot/pull/91791)). -- SCons: Preserve `Environment` values when updating `Variables` ([GH-91792](https://github.com/godotengine/godot/pull/91792)). -- Web: Fix debug symbols in web builds ([GH-91800](https://github.com/godotengine/godot/pull/91800)). -- Set `execinfo=no` by default when compiling for Linux/*BSD ([GH-91817](https://github.com/godotengine/godot/pull/91817)). -- SCons: Bump minimum supported GCC version to GCC 9 ([GH-91833](https://github.com/godotengine/godot/pull/91833)). -- CI: Re-add `CHANGED_FILES` logic for pre-commit checks ([GH-91835](https://github.com/godotengine/godot/pull/91835)). -- Don't define `NO_EDITOR_SPLASH` in export templates ([GH-91866](https://github.com/godotengine/godot/pull/91866)). -- SCons: Fix generation of `disabled_classes.gen.h` after #91624 ([GH-91870](https://github.com/godotengine/godot/pull/91870)). -- SCons: Fix `silence_msvc` implementation errors ([GH-91890](https://github.com/godotengine/godot/pull/91890)). -- thorvg: Disable webp loader if corresponding module is disabled ([GH-91901](https://github.com/godotengine/godot/pull/91901)). -- CI: Consolidate pysettings via `pyproject.toml` ([GH-91954](https://github.com/godotengine/godot/pull/91954)). -- SCons: Add options to override AR, AR and RC flags ([GH-91972](https://github.com/godotengine/godot/pull/91972)). -- CI: Fix for jsdoc hook in pre-commit ([GH-92013](https://github.com/godotengine/godot/pull/92013)). -- SCons: Minor fixes/adjustments for web compilation ([GH-92026](https://github.com/godotengine/godot/pull/92026)). -- SCons: Restore compatibility with SCons < 4.0.0 ([GH-92041](https://github.com/godotengine/godot/pull/92041)). -- SCons: Bump min version to 3.1.2, test it on CI with one Linux job ([GH-92043](https://github.com/godotengine/godot/pull/92043)). -- SCons: Fix potential Windows ANSI exception ([GH-92087](https://github.com/godotengine/godot/pull/92087)). -- SCons: Convert platform `get_flags` to dictionary ([GH-92124](https://github.com/godotengine/godot/pull/92124)). -- Fix detecting when Gradle is invoked from Studio ([GH-92176](https://github.com/godotengine/godot/pull/92176)). -- Pre-commit: Allow adding downstream hooks without (less) risk of conflicts ([GH-92204](https://github.com/godotengine/godot/pull/92204)). -- Linux: Enable build config `wayland=yes use_sowrap=no` ([GH-92324](https://github.com/godotengine/godot/pull/92324)). -- SCons: Fix `RES` race condition ([GH-92325](https://github.com/godotengine/godot/pull/92325)). -- Fix build with `vulkan=no` and `d3d12=no` after #91505 ([GH-92364](https://github.com/godotengine/godot/pull/92364)). -- Fix use of undeclared identifier `__cpuidex` error on MinGW ([GH-92488](https://github.com/godotengine/godot/pull/92488)). -- Fix multichar warning in `windows_utils.cpp` ([GH-92541](https://github.com/godotengine/godot/pull/92541)). -- SCons: Fix `mono` dependency ([GH-92661](https://github.com/godotengine/godot/pull/92661)). -- CI: Make local python hooks multi-platform ([GH-92697](https://github.com/godotengine/godot/pull/92697)). -- CI: Migrate codespell logic to `pyproject.toml` ([GH-92728](https://github.com/godotengine/godot/pull/92728)). -- Windows: Fix 32-bit MinGW LTO build ([GH-92753](https://github.com/godotengine/godot/pull/92753)). -- Style: Optimize `.svg` files via `svgo`; add as pre-commit hook ([GH-92766](https://github.com/godotengine/godot/pull/92766)). -- Ignore Kate's build file ([GH-92803](https://github.com/godotengine/godot/pull/92803)). -- Fix building glslang on platforms without `` ([GH-92819](https://github.com/godotengine/godot/pull/92819)). -- Android: Change the way `doNotStrip` is set ([GH-92859](https://github.com/godotengine/godot/pull/92859)). -- Replace deprecated `USE_WEBGL2` linker flag ([GH-92988](https://github.com/godotengine/godot/pull/92988)). -- CI: Hotfix for build error with newer clang++ ([GH-92993](https://github.com/godotengine/godot/pull/92993)). -- Web: Fix thread+dlink builds with emscripten 3.1.61+git ([GH-93143](https://github.com/godotengine/godot/pull/93143)). -- Enable usage of asan-enabled versions of prebuilt libraries ([GH-93152](https://github.com/godotengine/godot/pull/93152)). -- CI: Add manual pre-commit hook for `clang-tidy` ([GH-93271](https://github.com/godotengine/godot/pull/93271)). -- Fix building with `use_volk=yes` on MacOS ([GH-93331](https://github.com/godotengine/godot/pull/93331)). -- Fix not using `encoding="utf-8"` when writing to files or reading from them ([GH-93342](https://github.com/godotengine/godot/pull/93342)). -- [Windows/ARM64] Fix raycast/embree ARM64 build with LLVM/MinGW ([GH-93364](https://github.com/godotengine/godot/pull/93364)). -- [LLVM/MinGW] Fix/suppress DX12 related warnings ([GH-93369](https://github.com/godotengine/godot/pull/93369)). -- CI: Keep GHA artifacts for 60 days ([GH-93421](https://github.com/godotengine/godot/pull/93421)). -- Remove private glslang include ([GH-93471](https://github.com/godotengine/godot/pull/93471)). -- Disable `*glGetProcAddress()` on the web ([GH-93489](https://github.com/godotengine/godot/pull/93489)). -- Fix type-limits warning in `windows_utils` ([GH-93491](https://github.com/godotengine/godot/pull/93491)). -- Style: Relocate `godot_gdb_pretty_print.py` ([GH-93511](https://github.com/godotengine/godot/pull/93511)). -- CI: Add editor target to Android builds config ([GH-93553](https://github.com/godotengine/godot/pull/93553)). -- Windows: Fix arch detection via `VCTOOLSINSTALLDIR` if not first in `PATH` ([GH-93589](https://github.com/godotengine/godot/pull/93589)). -- SCons: Fix output with `vsproj=yes` ([GH-93753](https://github.com/godotengine/godot/pull/93753)). -- Web: Remove unnecessary `EMCC_FORCE_STDLIBS` in dlink builds ([GH-93853](https://github.com/godotengine/godot/pull/93853)). -- SCons: Don't override cl flags on msvc ([GH-94078](https://github.com/godotengine/godot/pull/94078)). -- SCons: Default `optimize` to `auto`, fixing `target`/`dev_build` inference for Web ([GH-94107](https://github.com/godotengine/godot/pull/94107)). -- SCons: Pass optimization flags to the linker too, needed by Emscripten ([GH-94109](https://github.com/godotengine/godot/pull/94109)). -- SCons: Fix build fetching `git_timestamp` if git `log.showsignature=true` ([GH-94115](https://github.com/godotengine/godot/pull/94115)). -- Fix VS project generation with SCons 4.8.0+ ([GH-94117](https://github.com/godotengine/godot/pull/94117)). -- Fix a couple GCC 14 `-Wmaybe-uninitialized` warnings ([GH-94133](https://github.com/godotengine/godot/pull/94133)). -- CI: Upload build cache before running tests ([GH-94314](https://github.com/godotengine/godot/pull/94314)). -- CI: Bump SCons version (4.7.0→4.8.0) ([GH-94444](https://github.com/godotengine/godot/pull/94444)). -- Windows: Fix release export template build for ARM64 Windows ([GH-94533](https://github.com/godotengine/godot/pull/94533)). -- Fix `header_guards.py` so it detects the copyright header properly ([GH-94652](https://github.com/godotengine/godot/pull/94652)). -- Web: Fix closure compiler builds, enable it in CI ([GH-94789](https://github.com/godotengine/godot/pull/94789)). -- Automatically enable `doNotStrip` for dev builds ([GH-94887](https://github.com/godotengine/godot/pull/94887)). -- Enable ASTC encoder build when building with ANGLE ([GH-94903](https://github.com/godotengine/godot/pull/94903)). -- SCons: Load optional ninja tool before setting its options ([GH-94993](https://github.com/godotengine/godot/pull/94993)). -- macOS: Fix `generate_bundle` build flag for .NET builds ([GH-95189](https://github.com/godotengine/godot/pull/95189)). -- CI: Update Emscripten to 3.1.64 ([GH-95277](https://github.com/godotengine/godot/pull/95277)). -- Make sure not to generate the compile_commands.json when not asked ([GH-95338](https://github.com/godotengine/godot/pull/95338)). +- Disable unused Basis Universal features to reduce binary size ([GH-85321](https://github.com/godotengine/godot/pull/85321)). +- SCons: Add `num_jobs` as an explicit option so it can be set from other sources ([GH-87376](https://github.com/godotengine/godot/pull/87376)). +- Update CODEOWNERS ([GH-89486](https://github.com/godotengine/godot/pull/89486)). +- Web: Fix browser opening too early with `serve.py` ([GH-90352](https://github.com/godotengine/godot/pull/90352)). +- SCons: Detect MSVC compiler version ([GH-91069](https://github.com/godotengine/godot/pull/91069)). +- Clean up the gradle build logic used to generate the Godot Android binaries ([GH-91271](https://github.com/godotengine/godot/pull/91271)). +- Add support for compiling with VS clang-cl toolset ([GH-92316](https://github.com/godotengine/godot/pull/92316)). +- SCons: Add unobtrusive type hints in SCons files ([GH-93058](https://github.com/godotengine/godot/pull/93058)). +- CI: Update `clang-format` pre-commit hook to latest version ([GH-93313](https://github.com/godotengine/godot/pull/93313)). +- Style: Apply `clang-tidy` fixes ([GH-93401](https://github.com/godotengine/godot/pull/93401)). +- SCons: Improve colored output ([GH-93479](https://github.com/godotengine/godot/pull/93479)). +- Style: Format `.yaml`/`.yml` files ([GH-94091](https://github.com/godotengine/godot/pull/94091)). +- Some improvements for MinGW and LLVM build on Windows ([GH-94747](https://github.com/godotengine/godot/pull/94747)). +- Windows: Add sanitizers for llvm-mingw, increase stack for ASan ([GH-94845](https://github.com/godotengine/godot/pull/94845)). +- SCons: Add method to generate raw cstrings ([GH-94995](https://github.com/godotengine/godot/pull/94995)). +- Remove unnecessary DLL export attributes ([GH-95417](https://github.com/godotengine/godot/pull/95417)). +- Expose more Ninja-related build options ([GH-95504](https://github.com/godotengine/godot/pull/95504)). +- Fix compilation issues caused by `far` identifier ([GH-95768](https://github.com/godotengine/godot/pull/95768)). +- Enable more standards conformance for MSVC ([GH-95800](https://github.com/godotengine/godot/pull/95800)). +- macOS/iOS: Fix various warnings when targeting newer SDKs ([GH-95854](https://github.com/godotengine/godot/pull/95854)). +- SCons: Better validation for platform-specific opt-in drivers ([GH-95921](https://github.com/godotengine/godot/pull/95921)). +- Fix build error in arm32 ([GH-95975](https://github.com/godotengine/godot/pull/95975)). +- Windows: Move `__REQUIRED_RPCNDR_H_VERSION__` to the header ([GH-96085](https://github.com/godotengine/godot/pull/96085)). +- Properly mute `-Wundefined-var-template` Clang warning in SafeBinaryMutex ([GH-96108](https://github.com/godotengine/godot/pull/96108)). +- SCons: Pass `/Zc:__cplusplus` in MSVC builds ([GH-96244](https://github.com/godotengine/godot/pull/96244)). +- Android: Check if `keyStore` path is empty ([GH-96254](https://github.com/godotengine/godot/pull/96254)). +- zstd: Make sure `huf_decompress` is only applied to 64-bit x86 ([GH-96303](https://github.com/godotengine/godot/pull/96303)). +- mingw: Only use `ar --thin` on supported versions ([GH-96373](https://github.com/godotengine/godot/pull/96373)). +- Remove `ARFLAGS` hack for Windows, replace with `TEMPFILE` ([GH-96407](https://github.com/godotengine/godot/pull/96407)). +- SCons: Set appropriate prefix when using clang-cl ([GH-96447](https://github.com/godotengine/godot/pull/96447)). +- Fix SCU global namespace conflict in `resource_format_text.cpp` ([GH-96511](https://github.com/godotengine/godot/pull/96511)). +- Store GLES over GL status in the OS to avoid direct renderer includes in the editor ([GH-96525](https://github.com/godotengine/godot/pull/96525)). +- Core: Optionally delete `Ref` `nullptr` comparisons ([GH-96532](https://github.com/godotengine/godot/pull/96532)). +- Fix iOS Simulator compiler error ([GH-96597](https://github.com/godotengine/godot/pull/96597)). +- Web: Update minimum requirements for emscripten to 3.1.62 ([GH-96610](https://github.com/godotengine/godot/pull/96610)). +- SCons: Make ninja output file consistent ([GH-96712](https://github.com/godotengine/godot/pull/96712)). +- MinGW: Fix GCC ar detection ([GH-96747](https://github.com/godotengine/godot/pull/96747)). +- Improve cache handling ([GH-96752](https://github.com/godotengine/godot/pull/96752)). +- SCons: Make `lto=auto` prefer ThinLTO over full LTO for LLVM targets ([GH-96785](https://github.com/godotengine/godot/pull/96785)). +- SCons: Fix `clang-cl` link/ar flags ([GH-96813](https://github.com/godotengine/godot/pull/96813)). +- [Android editor] Update the Android editor flavors ([GH-96967](https://github.com/godotengine/godot/pull/96967)). +- Fix weird MSVC compilation error ([GH-97059](https://github.com/godotengine/godot/pull/97059)). +- Fix eslint .pre-commit-config.yaml by removing commas ([GH-97077](https://github.com/godotengine/godot/pull/97077)). +- Fix using Binutils `AR` with `TEMPFILE` on Windows ([GH-97188](https://github.com/godotengine/godot/pull/97188)). +- Style: Update `ruff` & `mypy` to latest versions ([GH-97237](https://github.com/godotengine/godot/pull/97237)). +- Remove direct render include in `ExternalTexture` ([GH-97279](https://github.com/godotengine/godot/pull/97279)). +- In make_rst.py, include the parent class in 'Inherits:' even if it is not known ([GH-97337](https://github.com/godotengine/godot/pull/97337)). +- CI: Add MinGW/GCC build to Windows GHA ([GH-97446](https://github.com/godotengine/godot/pull/97446)). +- SCons: Remove MAXLINELENGTH override for MSVC ([GH-97458](https://github.com/godotengine/godot/pull/97458)). +- CI: Update `clang-format` pre-commit hook to 19.1.0 ([GH-97483](https://github.com/godotengine/godot/pull/97483)). +- CI: Support merge queues with default runner ([GH-97503](https://github.com/godotengine/godot/pull/97503)). +- Move Vulkan includes to a central `godot_vulkan.h` header ([GH-97510](https://github.com/godotengine/godot/pull/97510)). +- Use dedicated `print_error` method for colored output for unsupported drivers ([GH-97552](https://github.com/godotengine/godot/pull/97552)). +- Build System: Extract `validate_arch` helper functions ([GH-97555](https://github.com/godotengine/godot/pull/97555)). +- Extract common check functions in windows_detect.py file ([GH-97556](https://github.com/godotengine/godot/pull/97556)). +- Replace comments with printed warning for Metal on x86_64 ([GH-97570](https://github.com/godotengine/godot/pull/97570)). +- Add a few missing CODEOWNERS ([GH-97581](https://github.com/godotengine/godot/pull/97581)). +- SCons: Fix MSVC decode error ([GH-97618](https://github.com/godotengine/godot/pull/97618)). +- SCons: Include pre-release in MSVC detection ([GH-97622](https://github.com/godotengine/godot/pull/97622)). +- SCons: Bump C standard: `C11`→`C17` ([GH-97626](https://github.com/godotengine/godot/pull/97626)). +- SCons: Fix MSVC version check for VS Preview ([GH-97639](https://github.com/godotengine/godot/pull/97639)). +- Enable use of Labels as Values feature in Clang when not wrapped by GCC ([GH-97727](https://github.com/godotengine/godot/pull/97727)). +- Improve detection of ccache on macOS ([GH-97810](https://github.com/godotengine/godot/pull/97810)). +- Make module dependency check recursive ([GH-97813](https://github.com/godotengine/godot/pull/97813)). +- Add loongarch64 support for Linux/*BSD ([GH-97822](https://github.com/godotengine/godot/pull/97822)). +- Update `CODEOWNERS` ([GH-97866](https://github.com/godotengine/godot/pull/97866)). +- macOS: Update Vulkan SDK install script ([GH-97981](https://github.com/godotengine/godot/pull/97981)). +- SCons: Extend `MinGW` support & checks ([GH-98105](https://github.com/godotengine/godot/pull/98105)). +- SCons: Improve cache purging logic ([GH-98154](https://github.com/godotengine/godot/pull/98154)). +- Don't include `core/io/image.h` in `core/os/os.h` ([GH-98237](https://github.com/godotengine/godot/pull/98237)). +- Add some folders which would benefit from scu to scu pipeline ([GH-98261](https://github.com/godotengine/godot/pull/98261)). +- Android & iOS: Enable strict aliasing ([GH-98380](https://github.com/godotengine/godot/pull/98380)). +- Implement `CODEOWNERS` corrections ([GH-98399](https://github.com/godotengine/godot/pull/98399)). +- Fix Linux builds with separate debug symbols file when there is a space in the path ([GH-98506](https://github.com/godotengine/godot/pull/98506)). +- Misc: Check for the available and installed Vulkan SDK versions before downloading and installing ([GH-98608](https://github.com/godotengine/godot/pull/98608)). +- Update the `production` build argument for Android Studio debug builds ([GH-98687](https://github.com/godotengine/godot/pull/98687)). +- Remove duplicate of `get_build_version` ([GH-98697](https://github.com/godotengine/godot/pull/98697)). +- Allow multiple platform API files ([GH-98700](https://github.com/godotengine/godot/pull/98700)). +- Delete stale check, make SCons support globbing with `#` inside path ([GH-98774](https://github.com/godotengine/godot/pull/98774)). +- Add missing checks for non-3D builds in scene debugger ([GH-98777](https://github.com/godotengine/godot/pull/98777)). +- CI: Update clang format/tidy pre-commit versions ([GH-98837](https://github.com/godotengine/godot/pull/98837)). +- Remove pre-Visual Studio 2017 detection code in the buildsystem ([GH-98842](https://github.com/godotengine/godot/pull/98842)). +- SCons: Replace `_find_scu_section_name` function with SCons builtins ([GH-98888](https://github.com/godotengine/godot/pull/98888)). +- CI: Update Linux runners to Ubuntu 24.04 ([GH-98898](https://github.com/godotengine/godot/pull/98898)). +- Web: Ensure editor crossorigin isolation headers ([GH-98901](https://github.com/godotengine/godot/pull/98901)). +- Make SCons SCU build banner less intrusive ([GH-98960](https://github.com/godotengine/godot/pull/98960)). +- Add `Ref` and `HashSet` to `godot.natvis` ([GH-98961](https://github.com/godotengine/godot/pull/98961)). +- Web: Don't cache emsdk ([GH-98965](https://github.com/godotengine/godot/pull/98965)). +- Windows: Fix duplicate .exe extension with mingw on Linux/macOS ([GH-98968](https://github.com/godotengine/godot/pull/98968)). +- Linux: Regenerate X11 wrappers with dynload-wrapper 0.6 ([GH-98976](https://github.com/godotengine/godot/pull/98976)). +- Trim a few no-break and zero-width spaces from codebase ([GH-99031](https://github.com/godotengine/godot/pull/99031)). +- Windows: Rename `PKEY_Device_FriendlyName` to avoid duplicate symbols with newer MinGW SDKs ([GH-99036](https://github.com/godotengine/godot/pull/99036)). +- Windows: Expand `godot.natvis` type coverage ([GH-99042](https://github.com/godotengine/godot/pull/99042)). +- Web: Remove deprecated worker.js file ([GH-99044](https://github.com/godotengine/godot/pull/99044)). +- Unify compatibility aliases ([GH-99046](https://github.com/godotengine/godot/pull/99046)). +- Web: Fix Web Editor plugin being added to SCons multiple times ([GH-99061](https://github.com/godotengine/godot/pull/99061)). +- CI: Update `ruff` & `mypy` pre-commit hooks ([GH-99080](https://github.com/godotengine/godot/pull/99080)). +- Update JavaScript/Java plugins to solve known vulnerabilities ([GH-99123](https://github.com/godotengine/godot/pull/99123)). +- SCons: Bump minimum version of SCons to 4.0 & Python to 3.8 ([GH-99134](https://github.com/godotengine/godot/pull/99134)). +- Delete old unused code for VS project generation ([GH-99138](https://github.com/godotengine/godot/pull/99138)). +- Use pkg-config for miniupnpc and mbedtls ([GH-99171](https://github.com/godotengine/godot/pull/99171)). +- Refactor compiler detection code ([GH-99217](https://github.com/godotengine/godot/pull/99217)). +- Use scons to calculate all the sources needed for vsproj generation ([GH-99274](https://github.com/godotengine/godot/pull/99274)). +- Fix 32-bit Windows build ([GH-99280](https://github.com/godotengine/godot/pull/99280)). +- SCons: Fix up build after cache logic changes ([GH-99291](https://github.com/godotengine/godot/pull/99291)). +- SCons: Address minor `show_progress` issues ([GH-99292](https://github.com/godotengine/godot/pull/99292)). +- Add web support for all missing splash screen properties ([GH-99296](https://github.com/godotengine/godot/pull/99296)). +- CI: Bump SCons to latest (4.8.0 → 4.8.1) ([GH-99332](https://github.com/godotengine/godot/pull/99332)). +- SCons: Move `swappy` option to android and slightly refactor `detect.py` ([GH-99351](https://github.com/godotengine/godot/pull/99351)). +- SCons: Pass `ninja_file` variable in tool instead of default name ([GH-99386](https://github.com/godotengine/godot/pull/99386)). +- Codeowners: Add missing test ownership ([GH-99462](https://github.com/godotengine/godot/pull/99462)). +- SCons: Misc improvements ([GH-99472](https://github.com/godotengine/godot/pull/99472)). +- Prevent cache check mangling access time ([GH-99501](https://github.com/godotengine/godot/pull/99501)). +- Fix broken includes when compiling with `builtin_miniupnpc=false` ([GH-99556](https://github.com/godotengine/godot/pull/99556)). +- Fix path format for SCU builds on Windows ([GH-99629](https://github.com/godotengine/godot/pull/99629)). +- Tweak cache sizes for CI ([GH-99709](https://github.com/godotengine/godot/pull/99709)). +- CI: Remove leading-underscore teams from `CODEOWNERS` ([GH-99717](https://github.com/godotengine/godot/pull/99717)). +- CI: Add explicit problem matchers ([GH-99770](https://github.com/godotengine/godot/pull/99770)). +- basis_universal: Clarify encoder-only dependencies, only used in editor builds ([GH-99860](https://github.com/godotengine/godot/pull/99860)). +- GitHub Actions: Use quiet xmllint output to only print error lines ([GH-100042](https://github.com/godotengine/godot/pull/100042)). +- Make Godot compile on `FreeBSD` ([GH-100047](https://github.com/godotengine/godot/pull/100047)). +- Linux: Relax interdependency between freetype, libpng, and zlib for unvendored builds ([GH-100052](https://github.com/godotengine/godot/pull/100052)). +- thorvg: Regenerate and apply patches ([GH-100140](https://github.com/godotengine/godot/pull/100140)). +- Fix crash within header_guards when a file is too short ([GH-100167](https://github.com/godotengine/godot/pull/100167)). +- SCons: Fix MSVC bypassing disabled warnings ([GH-100185](https://github.com/godotengine/godot/pull/100185)). +- Windows: Fix MinGW debug symbols ([GH-100207](https://github.com/godotengine/godot/pull/100207)). +- SCons: Unconditionally use `env.Decider("MD5-timestamp")` ([GH-100210](https://github.com/godotengine/godot/pull/100210)). +- Windows: Use `dwarf-4` for clang builds on Windows ([GH-100270](https://github.com/godotengine/godot/pull/100270)). +- SCons: Properly set SSE2 as baseline on x86_32 ([GH-100337](https://github.com/godotengine/godot/pull/100337)). +- Exclude known thirdparty/ ubsan errors ([GH-100380](https://github.com/godotengine/godot/pull/100380)). +- Add thirdparty/ ubsan suppressions for TPS demo ([GH-100382](https://github.com/godotengine/godot/pull/100382)). +- Fix `taa_resolve.glsl` path in COPYRIGHT.txt ([GH-100535](https://github.com/godotengine/godot/pull/100535)). +- Web: Security upgrade eslint from 9.12.0 to 9.15.0 ([GH-100553](https://github.com/godotengine/godot/pull/100553)). +- Remove unused headers in core ([GH-100564](https://github.com/godotengine/godot/pull/100564)). +- [Windows, LLVM] Fix `colorize` flag ([GH-100577](https://github.com/godotengine/godot/pull/100577)). +- SCons: Don't update node count when cleaning ([GH-100624](https://github.com/godotengine/godot/pull/100624)). +- Force build editor with regex module, remove checking code ([GH-100751](https://github.com/godotengine/godot/pull/100751)). +- Fix Mold-search in older systems ([GH-100827](https://github.com/godotengine/godot/pull/100827)). +- Style: Add `.clangd` config ([GH-100828](https://github.com/godotengine/godot/pull/100828)). +- .clang-format: Change AllowShortFunctionsOnASingleLine back to `Inline` ([GH-100830](https://github.com/godotengine/godot/pull/100830)). +- Pre-commit: Fix applying ruff to SCsub files ([GH-100870](https://github.com/godotengine/godot/pull/100870)). +- Fix MSVC Variant Workaround ([GH-100904](https://github.com/godotengine/godot/pull/100904)). +- Style: Integrate minor pre-commit/`yaml` adjustments ([GH-100908](https://github.com/godotengine/godot/pull/100908)). +- CI: Fix GHA bug by defining a single concurrency ([GH-100912](https://github.com/godotengine/godot/pull/100912)). +- SCons: Properly `NoCache` all text files ([GH-101008](https://github.com/godotengine/godot/pull/101008)). +- Style: Unify `.editorconfig` logic ([GH-101235](https://github.com/godotengine/godot/pull/101235)). +- SCons: Refactor color output implementation ([GH-101249](https://github.com/godotengine/godot/pull/101249)). +- CI: Ensure problem matchers handle colored output ([GH-101316](https://github.com/godotengine/godot/pull/101316)). +- SCons: Fix missing context for `print_info`/`warning`/`error` when colors are off ([GH-101322](https://github.com/godotengine/godot/pull/101322)). +- SCons: Specify optional dependencies for modules ([GH-101327](https://github.com/godotengine/godot/pull/101327)). +- CI: Install apt dependencies directly, works around issue with `awalsh128/cache-apt-pkgs-action` ([GH-101363](https://github.com/godotengine/godot/pull/101363)). +- Bump version to 4.4-beta ([GH-101552](https://github.com/godotengine/godot/pull/101552)). +- iOS: Weak-link MetalFX ([GH-101614](https://github.com/godotengine/godot/pull/101614)). +- Break after purging cache ([GH-101674](https://github.com/godotengine/godot/pull/101674)). +- CI: Tighten timeout period for all jobs ([GH-101712](https://github.com/godotengine/godot/pull/101712)). +- SCons: Fix handling of platform-specific tools, notably `mingw` ([GH-101726](https://github.com/godotengine/godot/pull/101726)). +- jpeg-compressor: Fix include when compiling with Clang and `FORTIFY_SOURCE >= 1` ([GH-101927](https://github.com/godotengine/godot/pull/101927)). +- Git-ignore built `Godot.app` package ([GH-101989](https://github.com/godotengine/godot/pull/101989)). +- Add missing `cstdint` includes for GCC 15 ([GH-102022](https://github.com/godotengine/godot/pull/102022)). +- Change `VariantUtility` to prevent undef `print_verbose` ([GH-102062](https://github.com/godotengine/godot/pull/102062)). +- Update CI `ruff` & `mypy` pre-commit hooks ([GH-102246](https://github.com/godotengine/godot/pull/102246)). +- Windows: Fix build with MinGW 8.0.0-1 ([GH-102255](https://github.com/godotengine/godot/pull/102255)). +- SCons: Apply new ruff/mypy fixes ([GH-102371](https://github.com/godotengine/godot/pull/102371)). +- CI: Add a Linux job for `template_debug` ([GH-102423](https://github.com/godotengine/godot/pull/102423)). +- Workaround mingw-gcc LTO ICE by re-adding some dead code. ([GH-102506](https://github.com/godotengine/godot/pull/102506)). +- CI: Separate Android editor artifacts ([GH-102543](https://github.com/godotengine/godot/pull/102543)). +- Update MoltenVK install script to include version number in installer name ([GH-102554](https://github.com/godotengine/godot/pull/102554)). +- Wayland: Fix build config with `so_wrap` disabled ([GH-102673](https://github.com/godotengine/godot/pull/102673)). +- CI: Remove outdated reference to ubuntu-20.04 ([GH-102720](https://github.com/godotengine/godot/pull/102720)). +- Remove problematic file from SCU ([GH-102730](https://github.com/godotengine/godot/pull/102730)). +- Windows: Configure MinGW LTO with `-fno-use-linker-plugin -fwhole-program` ([GH-103077](https://github.com/godotengine/godot/pull/103077)). +- Fix libtheora optimizations causing errors in calling function for x86_64 Windows ([GH-103176](https://github.com/godotengine/godot/pull/103176)). +- Windows: Fix unused variable error in `DisplayServerWindows` ([GH-103252](https://github.com/godotengine/godot/pull/103252)). +- Windows: Fix unreachable code in `DisplayServer` ([GH-103286](https://github.com/godotengine/godot/pull/103286)). +- Fix compiling on arm64 Linux with GCC ([GH-103303](https://github.com/godotengine/godot/pull/103303)). +- Add `(void *)` cast directly to `GetProcAddress` calls ([GH-103354](https://github.com/godotengine/godot/pull/103354)). +- CI: Run `apt install` before installing libxml2-utils, GHA cache got flaky ([GH-103484](https://github.com/godotengine/godot/pull/103484)). #### C# -- Add analyzer release tracking ([GH-80343](https://github.com/godotengine/godot/pull/80343)). -- Allow Editor to reload external changes of scripts ([GH-82113](https://github.com/godotengine/godot/pull/82113)). -- Add unit tests for C# source generators ([GH-82955](https://github.com/godotengine/godot/pull/82955)). -- [C#] Enable nullability for variant structs ([GH-82980](https://github.com/godotengine/godot/pull/82980)). -- [C#] Enable nullability for variant classes ([GH-82983](https://github.com/godotengine/godot/pull/82983)). -- [.NET] Fix serialization of delegates capturing variables ([GH-83217](https://github.com/godotengine/godot/pull/83217)). -- Bindings generator langword check ([GH-83504](https://github.com/godotengine/godot/pull/83504)). -- Disable "Activate now" when creating addons ([GH-83578](https://github.com/godotengine/godot/pull/83578)). -- Use `get_instance_binding` instead of set ([GH-84947](https://github.com/godotengine/godot/pull/84947)). -- Bump the `JetBrains.Rider.PathLocator` PackageReference to 1.0.8 ([GH-85460](https://github.com/godotengine/godot/pull/85460)). -- Fix C# script loader does not work reliably ([GH-85504](https://github.com/godotengine/godot/pull/85504)). -- .NET: Add a warning in the inspector when properties might be out of sync ([GH-85869](https://github.com/godotengine/godot/pull/85869)). -- Allow using `[MustBeVariant]` in generic typed attributes ([GH-85908](https://github.com/godotengine/godot/pull/85908)). -- Implement function to throw on null pointers ([GH-85975](https://github.com/godotengine/godot/pull/85975)). -- Correctly free relevant scripts when closing scene tabs ([GH-86008](https://github.com/godotengine/godot/pull/86008)). -- Use string literal instead of nameof ([GH-86373](https://github.com/godotengine/godot/pull/86373)). -- Upgrade TFM for `net472` and some `netstandard2.0` projects ([GH-86454](https://github.com/godotengine/godot/pull/86454)). -- Add unit tests for C# diagnostic analyzers ([GH-86528](https://github.com/godotengine/godot/pull/86528)). -- Fix typo in GD0103 error link ([GH-86592](https://github.com/godotengine/godot/pull/86592)). -- Add code sample language parity check to `make_rst.py` ([GH-86971](https://github.com/godotengine/godot/pull/86971)). -- Fix return type hint for methods ([GH-86972](https://github.com/godotengine/godot/pull/86972)). -- Enforce globalization code quality rules ([GH-87133](https://github.com/godotengine/godot/pull/87133)). -- Enable nullable environment for `GodotTools` ([GH-87137](https://github.com/godotengine/godot/pull/87137)). -- Provide a roslyn analyzers corresponding to the GD0001 and GD0002 ([GH-87253](https://github.com/godotengine/godot/pull/87253)). -- [C#] Fix `Encloses` failing on shared upper bound for `AABB` and `Rect2(I)` ([GH-87264](https://github.com/godotengine/godot/pull/87264)). -- Use SymbolEqualityComparer ([GH-87342](https://github.com/godotengine/godot/pull/87342)). -- Clean a number of C# warnings ([GH-87518](https://github.com/godotengine/godot/pull/87518)). -- Fix incorrect GC handle for non-instantiable types ([GH-87526](https://github.com/godotengine/godot/pull/87526)). -- Fix sorting for generic types when reloading assemblies ([GH-87550](https://github.com/godotengine/godot/pull/87550)). -- Fix not assigning `runtime_initialized` when initializing with AOT ([GH-87597](https://github.com/godotengine/godot/pull/87597)). -- Fix possible deadlock when creating scripts during a background garbage collection ([GH-87669](https://github.com/godotengine/godot/pull/87669)). -- Remove unused code ([GH-87679](https://github.com/godotengine/godot/pull/87679)). -- Fix issues for StringName reference in `CSharpInstanceBridge.Get` ([GH-87682](https://github.com/godotengine/godot/pull/87682)). -- Fix incorrect condition for error filtering ([GH-87790](https://github.com/godotengine/godot/pull/87790)). -- Throw exception when solution file is missing during exporting ([GH-87829](https://github.com/godotengine/godot/pull/87829)). -- Fix duplicate key issue on reload ([GH-87838](https://github.com/godotengine/godot/pull/87838)). -- Improve handling of generic C# types ([GH-87890](https://github.com/godotengine/godot/pull/87890)). -- Add `Callable` `call_deferred()` C# example ([GH-87928](https://github.com/godotengine/godot/pull/87928)). -- Disable signal callback generation in C# ([GH-87952](https://github.com/godotengine/godot/pull/87952)). -- Fix crash when reloading scripts ([GH-88048](https://github.com/godotengine/godot/pull/88048)). -- Fix C# "out of sync" notice with external editors ([GH-88076](https://github.com/godotengine/godot/pull/88076)). -- Fix processing exclusions during export ([GH-88238](https://github.com/godotengine/godot/pull/88238)). -- Fix missing CowData 64-bit promotion for `PackedInt32Array` ([GH-88268](https://github.com/godotengine/godot/pull/88268)). -- Run source generators tests in CI ([GH-88295](https://github.com/godotengine/godot/pull/88295)). -- Various fixes to generic scripts ([GH-88371](https://github.com/godotengine/godot/pull/88371)). -- Match Core implementation of `BinToInt` & `HexToInt` ([GH-88453](https://github.com/godotengine/godot/pull/88453)). -- [.NET] Clean diagnostic rules ([GH-88469](https://github.com/godotengine/godot/pull/88469)). -- Fix building OpenVisualStudio executable ([GH-88475](https://github.com/godotengine/godot/pull/88475)). -- [.NET] Test and fix exports diagnostics ([GH-88495](https://github.com/godotengine/godot/pull/88495)). -- Bump `Rider.PathLocator` nuget version, which provides a fix for detecting Rider installations ([GH-88544](https://github.com/godotengine/godot/pull/88544)). -- [.NET] Better `.editorconfig` setup in `modules/mono/` ([GH-88570](https://github.com/godotengine/godot/pull/88570)). -- Fix Script Editor saves C# files as embedded scripts ([GH-88692](https://github.com/godotengine/godot/pull/88692)). -- Add deprecated message to generated bindings ([GH-88730](https://github.com/godotengine/godot/pull/88730)). -- Revise implementation of C# `Aabb.GetSupport` to match the implementation in `core` ([GH-88919](https://github.com/godotengine/godot/pull/88919)). -- Only check for empty deprecation message if deprecated ([GH-88921](https://github.com/godotengine/godot/pull/88921)). -- Move dotnet-format script to pre-commit ([GH-88933](https://github.com/godotengine/godot/pull/88933)). -- Fix C# epsilon compiler error on double precision build ([GH-88994](https://github.com/godotengine/godot/pull/88994)). -- [.NET] Fix interpolated strings in ScriptPropertyDefVal ([GH-89007](https://github.com/godotengine/godot/pull/89007)). -- Hint fallback property as node when it is a node ([GH-89175](https://github.com/godotengine/godot/pull/89175)). -- Fix warnings in GodotSharp ([GH-89317](https://github.com/godotengine/godot/pull/89317)). -- Implement `InvariantCulture` on Variant strings ([GH-89547](https://github.com/godotengine/godot/pull/89547)). -- Add property `UsingGodotNETSdk` to Godot.NET.Sdk ([GH-89652](https://github.com/godotengine/godot/pull/89652)). -- Fix errors when creating `Variant` from null array ([GH-89756](https://github.com/godotengine/godot/pull/89756)). -- [C#] Fix `Transform3D.InterpolateWith` applying rotation before scale ([GH-89843](https://github.com/godotengine/godot/pull/89843)). -- Fix regression with C# build editor crash due to `EditorHelpHighlighter` ([GH-89861](https://github.com/godotengine/godot/pull/89861)). -- Make internal properties and property accessors public (but hidden) ([GH-90002](https://github.com/godotengine/godot/pull/90002)). -- Add DebugView for Array and Dictionary, based of the DebugView from the .NET Foundation ([GH-90060](https://github.com/godotengine/godot/pull/90060)). -- Fix "Create C# solution" dialog ([GH-90118](https://github.com/godotengine/godot/pull/90118)). -- [.NET] Disable output embedding on macOS, move it to the advanced options on other platforms ([GH-90422](https://github.com/godotengine/godot/pull/90422)). -- Fix ExprMatch for case sensitive matching ([GH-90678](https://github.com/godotengine/godot/pull/90678)). -- Change order of operation for C# types reloading ([GH-90837](https://github.com/godotengine/godot/pull/90837)). -- Don't return MethodInfo for overloaded methods ([GH-90968](https://github.com/godotengine/godot/pull/90968)). -- Enforce using .NET SDK >= 8 ([GH-91079](https://github.com/godotengine/godot/pull/91079)). -- Fill copyright field in .csproj files to ensure that nuget packages will have both license and copyright fields filled ([GH-91144](https://github.com/godotengine/godot/pull/91144)). -- Fix `StringExtensions.CompareTo` IndexOutOfRangeException ([GH-91203](https://github.com/godotengine/godot/pull/91203)). -- Ignore late bound methods in MustBeVariantAnalyzer ([GH-91368](https://github.com/godotengine/godot/pull/91368)). -- Fix generator crash w/ generic arrays ([GH-91375](https://github.com/godotengine/godot/pull/91375)). -- Fix attributes for `sln`/`csproj` files ([GH-91479](https://github.com/godotengine/godot/pull/91479)). -- .NET: Prevent generating mono glue in project folder ([GH-91509](https://github.com/godotengine/godot/pull/91509)). -- [C#] Unexpose `GodotSharp` ([GH-91557](https://github.com/godotengine/godot/pull/91557)). -- CSharpScript should not own method infos of the base class ([GH-91564](https://github.com/godotengine/godot/pull/91564)). -- Fix C# Hint NodeType and ResourceType HintString ([GH-91645](https://github.com/godotengine/godot/pull/91645)). -- Specify a runtime rollforward for OpenVisualStudio ([GH-91670](https://github.com/godotengine/godot/pull/91670)). -- Fix comparison warnings in `StringExtensions.cs` ([GH-91763](https://github.com/godotengine/godot/pull/91763)). -- [C#] Remove useless `isFirstEntry` and useless `source.Append("else ")` ([GH-91924](https://github.com/godotengine/godot/pull/91924)). -- Fix ContextMenu `Copy Error` is off in `MSBuild` Panel ([GH-91996](https://github.com/godotengine/godot/pull/91996)). -- Skip method name when checking CallError ([GH-92800](https://github.com/godotengine/godot/pull/92800)). -- Fix freeze after building C# project with a lot of files ([GH-92893](https://github.com/godotengine/godot/pull/92893)). -- Escape generated members ([GH-93198](https://github.com/godotengine/godot/pull/93198)). -- macOS: Fix codesigning of .NET helper executables when sandboxing is disabled ([GH-94518](https://github.com/godotengine/godot/pull/94518)). -- Replace .NET detection code with `ClassDB::class_exists("CSharpScript")` ([GH-94680](https://github.com/godotengine/godot/pull/94680)). +- Generate strongly-typed method to raise signal events and fix event accessibility ([GH-68233](https://github.com/godotengine/godot/pull/68233)). +- Implement proper generic type name printing for Godot Editor ([GH-88363](https://github.com/godotengine/godot/pull/88363)). +- Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails ([GH-88803](https://github.com/godotengine/godot/pull/88803)). +- Add Codium support to C# external editors ([GH-89051](https://github.com/godotengine/godot/pull/89051)). +- Move GodotSharp to .NET8 ([GH-92131](https://github.com/godotengine/godot/pull/92131)). +- Fix inability to use ResourceLoader in C# after threaded load in GDScript ([GH-92888](https://github.com/godotengine/godot/pull/92888)). +- Clear instance bindings callbacks on finalizing the language ([GH-93172](https://github.com/godotengine/godot/pull/93172)). +- Use Godot's LipO implementation instead of Xcode's lipo command ([GH-93230](https://github.com/godotengine/godot/pull/93230)). +- Fix `get_property_list` get wrong order of properties ([GH-93779](https://github.com/godotengine/godot/pull/93779)). +- Fix GD0107 not applying to arrays and dictionaries containing nodes ([GH-94599](https://github.com/godotengine/godot/pull/94599)). +- Change the `VisualShaderNodeCustom` template to use the correct override types and signatures ([GH-94693](https://github.com/godotengine/godot/pull/94693)). +- Fix Vector3 `Slerp` normalization error ([GH-94766](https://github.com/godotengine/godot/pull/94766)). +- Generate signal delegates with typed arrays ([GH-94953](https://github.com/godotengine/godot/pull/94953)). +- Expose `Transform2D.Determinant()` ([GH-95269](https://github.com/godotengine/godot/pull/95269)). +- binder_common: Fix uninitialized marshaling for `PtrToArg` ([GH-95317](https://github.com/godotengine/godot/pull/95317)). +- Add `NotNullWhenAttribute` to `IsInstanceValid` ([GH-95431](https://github.com/godotengine/godot/pull/95431)). +- macOS: Only set entitlements for main binaries, fixing C# signing issues ([GH-95498](https://github.com/godotengine/godot/pull/95498)). +- Move search in files extension list definition to be after Scene level module init ([GH-95502](https://github.com/godotengine/godot/pull/95502)). +- Destroy script before clearing owner ([GH-95676](https://github.com/godotengine/godot/pull/95676)). +- Fix relative paths for global class icons in C# ([GH-95808](https://github.com/godotengine/godot/pull/95808)). +- Add metadata for `char16_t` and `char32_t` ([GH-95840](https://github.com/godotengine/godot/pull/95840)). +- Fix C# code example for `Object._get_property_list` ([GH-96021](https://github.com/godotengine/godot/pull/96021)). +- Fix build logger unable to handle an event without an associated file ([GH-96293](https://github.com/godotengine/godot/pull/96293)). +- Clear existing data directory extracted from PCK ([GH-96301](https://github.com/godotengine/godot/pull/96301)). +- Generate `ReadOnlySpan` Overloads for GodotSharp APIs ([GH-96329](https://github.com/godotengine/godot/pull/96329)). +- Use export platform to determine the target OS and log errors ([GH-96335](https://github.com/godotengine/godot/pull/96335)). +- Fix building with `deprecated=no` ([GH-96570](https://github.com/godotengine/godot/pull/96570)). +- Replace Reflection-Based implementation with Generated one in `CreateManagedForGodotObjectBinding` ([GH-96955](https://github.com/godotengine/godot/pull/96955)). +- Reorder C# script properties to fix editor serialization ([GH-97014](https://github.com/godotengine/godot/pull/97014)). +- Use `char *` with CoreCLR/MonoVM APIs ([GH-97120](https://github.com/godotengine/godot/pull/97120)). +- Add error messages to `BindingsGenerator` ([GH-97194](https://github.com/godotengine/godot/pull/97194)). +- Use dotnet CLI to launch `OpenVisualStudio.dll` ([GH-97198](https://github.com/godotengine/godot/pull/97198)). +- Fix C# `operator *(Transform3D, Aabb)` ([GH-97208](https://github.com/godotengine/godot/pull/97208)). +- Change generated On{SignalName} to EmitSignal{SignalName} ([GH-97588](https://github.com/godotengine/godot/pull/97588)). +- Implement `[ExportToolButton]` ([GH-97894](https://github.com/godotengine/godot/pull/97894)). +- Fix untyped dictionary .NET debug visualization showing keys as values ([GH-97951](https://github.com/godotengine/godot/pull/97951)). +- Fix unhandled GD0303 error for nested generic attribute types ([GH-98059](https://github.com/godotengine/godot/pull/98059)). +- Fix Android mono export with 2 or more cpu architectures fails ([GH-98066](https://github.com/godotengine/godot/pull/98066)). +- Fix exported typed dictionaries in .NET having an incorrect hint ([GH-98340](https://github.com/godotengine/godot/pull/98340)). +- Escape signal parameters ([GH-98459](https://github.com/godotengine/godot/pull/98459)). +- Fix StringName leak when converting `Variant` to `Signal` / `Callable` ([GH-98467](https://github.com/godotengine/godot/pull/98467)). +- Docs: Add notes about C# differences in Variant constructors ([GH-98499](https://github.com/godotengine/godot/pull/98499)). +- Fix generic arrays and dictionaries in .NET not calling `set_typed` ([GH-98545](https://github.com/godotengine/godot/pull/98545)). +- Remove duplicate read/write-only property warning from ScriptPropertiesGenerator ([GH-99206](https://github.com/godotengine/godot/pull/99206)). +- Preserve no-hint behavior for unmarshallable generics in dictionaries ([GH-99485](https://github.com/godotengine/godot/pull/99485)). +- Avoid deadlocks in multi-threaded management of the C# script map ([GH-99539](https://github.com/godotengine/godot/pull/99539)). +- Fix warnings caught by new problem-matchers ([GH-99902](https://github.com/godotengine/godot/pull/99902)). +- Upgrade user project's TargetFramework to `net8.0` ([GH-100195](https://github.com/godotengine/godot/pull/100195)). +- Fix gradle builds for multiple ABIs ([GH-100351](https://github.com/godotengine/godot/pull/100351)). +- Downgrade Microsoft.CodeAnalysis.CSharp to 4.8.0 for compat with SDK 8.0.1xy ([GH-100506](https://github.com/godotengine/godot/pull/100506)). +- Add option to treat warnings as errors ([GH-100568](https://github.com/godotengine/godot/pull/100568)). +- Fix EmitSignal with typed array parameters ([GH-100636](https://github.com/godotengine/godot/pull/100636)). +- Update required .NET SDK version in error messages ([GH-100667](https://github.com/godotengine/godot/pull/100667)). +- Use collection expressions in docs ([GH-100685](https://github.com/godotengine/godot/pull/100685)). +- Add OKHSL properties to Color ([GH-101337](https://github.com/godotengine/godot/pull/101337)). +- Add Obsolete attribute to signal trampolines and emitter functions ([GH-101970](https://github.com/godotengine/godot/pull/101970)). +- Validate project TFM for Android template exports ([GH-102627](https://github.com/godotengine/godot/pull/102627)). +- Show enum property invalid value in inspector ([GH-102743](https://github.com/godotengine/godot/pull/102743)). +- Disallow `[ExportToolButton]` on members that may store the Callable ([GH-102836](https://github.com/godotengine/godot/pull/102836)). #### Codestyle -- Move 2D and 3D resources to their own folders ([GH-50148](https://github.com/godotengine/godot/pull/50148)). -- Add const lvalue ref to container parameters ([GH-51156](https://github.com/godotengine/godot/pull/51156)). -- Use `Packed*Array` over `Vector` in Variant ([GH-67220](https://github.com/godotengine/godot/pull/67220)). -- Use `Packed*Array` over `Vector` in TypedArray ([GH-67226](https://github.com/godotengine/godot/pull/67226)). -- Add shorthand for using singleton string names ([GH-81303](https://github.com/godotengine/godot/pull/81303)). -- Add deprecation notice to a duplicate method of class `Window` ([GH-83014](https://github.com/godotengine/godot/pull/83014)). -- Move 2D-only and 3D-only navigation code to its own subfolder ([GH-83133](https://github.com/godotengine/godot/pull/83133)). -- Add const references in `String` class ([GH-84375](https://github.com/godotengine/godot/pull/84375)). -- Clean unnecessary copy detected by clang-tidy ([GH-84508](https://github.com/godotengine/godot/pull/84508)). -- Remove unnecessary assignments ([GH-85071](https://github.com/godotengine/godot/pull/85071)). -- Unify parameter names for RendererCanvasCull ([GH-85421](https://github.com/godotengine/godot/pull/85421)). -- Remove GridMap navigation_layers leftover ([GH-85447](https://github.com/godotengine/godot/pull/85447)). -- Improve message about resources in use at exit ([GH-85464](https://github.com/godotengine/godot/pull/85464)). -- Style: Mark clang-format 16 as supported for pre-commit hook ([GH-85837](https://github.com/godotengine/godot/pull/85837)). -- Improve DynamicBVH code to make it clearer how the stack/heap works ([GH-86059](https://github.com/godotengine/godot/pull/86059)). -- Update deferred calls to use Callables ([GH-86301](https://github.com/godotengine/godot/pull/86301)). -- Fix various spelling errors across engine solution ([GH-86787](https://github.com/godotengine/godot/pull/86787)). -- Change AudioStreamPlayer autoplay and GLTFBufferView getters to be const ([GH-86907](https://github.com/godotengine/godot/pull/86907)). -- Add const lvalue ref to `core/*` container parameters ([GH-86966](https://github.com/godotengine/godot/pull/86966)). -- Fix `#if *_ENABLED` inconsistencies, should check if defined ([GH-87286](https://github.com/godotengine/godot/pull/87286)). -- Simplify RefCounted check in `free()` ([GH-87331](https://github.com/godotengine/godot/pull/87331)). -- Remove unused `prev_rot` variable ([GH-87345](https://github.com/godotengine/godot/pull/87345)). -- Null check improvements ([GH-87370](https://github.com/godotengine/godot/pull/87370)). -- Replace error checks against `size` with `is_empty` ([GH-87371](https://github.com/godotengine/godot/pull/87371)). -- Remove unnecessary `this->` expressions ([GH-87688](https://github.com/godotengine/godot/pull/87688)). -- Use `_v` shorthand for type traits and `if constexpr` where appropriate ([GH-87871](https://github.com/godotengine/godot/pull/87871)). -- Add PropertyListHelper in all simple cases ([GH-88306](https://github.com/godotengine/godot/pull/88306)). -- Fixed binary representation typo in comment ([GH-88326](https://github.com/godotengine/godot/pull/88326)). -- Remove `_HashUnion` from `StringName` ([GH-88339](https://github.com/godotengine/godot/pull/88339)). -- Core: Codestyle improvements to math types ([GH-88467](https://github.com/godotengine/godot/pull/88467)). -- Use `ED_IS_SHORTCUT` macro instead of `matches_event` ([GH-88547](https://github.com/godotengine/godot/pull/88547)). -- Remove word duplicates in comments and strings, and fix casing and punctuation ([GH-88733](https://github.com/godotengine/godot/pull/88733)). -- Remove self includes in some files ([GH-88918](https://github.com/godotengine/godot/pull/88918)). -- Use `Vector*` component-wise `min/max/clamp` functions where applicable ([GH-89111](https://github.com/godotengine/godot/pull/89111)). -- Core: Move `#includes` from `project_settings.h` into `project_settings.cpp` ([GH-89113](https://github.com/godotengine/godot/pull/89113)). -- Enforce template syntax `typename` over `class` ([GH-89270](https://github.com/godotengine/godot/pull/89270)). -- Refactor how file cache entries are stored ([GH-89301](https://github.com/godotengine/godot/pull/89301)). -- Wayland: Stop unreachable warning ([GH-89306](https://github.com/godotengine/godot/pull/89306)). -- clang-tidy: Enforce `modernize-use-nullptr` ([GH-89422](https://github.com/godotengine/godot/pull/89422)). -- Rename some arguments called "position" ([GH-89721](https://github.com/godotengine/godot/pull/89721)). -- Remove pointless `_notification()` function in `EditorPropertyOTVariation` ([GH-89823](https://github.com/godotengine/godot/pull/89823)). -- Add `override` mark to ResourceFormat class ([GH-89863](https://github.com/godotengine/godot/pull/89863)). -- Android: Remove redundant semicolons from Kotlin/gradle files ([GH-90147](https://github.com/godotengine/godot/pull/90147)). -- Update lingering `do/while(0)` defines ([GH-90218](https://github.com/godotengine/godot/pull/90218)). -- Core: Replace `_NO_DISCARD_` macro with `[[nodiscard]]` ([GH-90582](https://github.com/godotengine/godot/pull/90582)). -- Remove some unused SceneTree properties ([GH-90598](https://github.com/godotengine/godot/pull/90598)). -- Move NavigationMeshSourceGeometryData(2D/3D) to the 2D/3D subfolders ([GH-90729](https://github.com/godotengine/godot/pull/90729)). -- Rename internal `is_ascii_char` to `is_ascii_alphabet_char` ([GH-90931](https://github.com/godotengine/godot/pull/90931)). -- Redefine `GetSimpleTypeT<>` in terms of `` ([GH-91104](https://github.com/godotengine/godot/pull/91104)). -- Misc code cleanup ([GH-91183](https://github.com/godotengine/godot/pull/91183)). -- ResourceImporterWAV: Remove unnecessary var declaration ([GH-91214](https://github.com/godotengine/godot/pull/91214)). -- Remove unused variable `Viewport::gui.last_mouse_focus` ([GH-91400](https://github.com/godotengine/godot/pull/91400)). -- Remove unused code to convert text resource format to binary ([GH-91488](https://github.com/godotengine/godot/pull/91488)). -- Replace `find` with `contains/has` where applicable ([GH-91619](https://github.com/godotengine/godot/pull/91619)). -- Fix various typos with codespell ([GH-91650](https://github.com/godotengine/godot/pull/91650)). -- Style: Trim trailing whitespace and ensure newline at EOF ([GH-91696](https://github.com/godotengine/godot/pull/91696)). -- Web: Update to eslint 9 ([GH-91863](https://github.com/godotengine/godot/pull/91863)). -- Use Core/Scene stringnames consistently ([GH-91909](https://github.com/godotengine/godot/pull/91909)). -- Cleanup unused/underused singleton StringNames ([GH-91948](https://github.com/godotengine/godot/pull/91948)). -- CI: Fix incorrect executable perms ([GH-92053](https://github.com/godotengine/godot/pull/92053)). -- Automatically use property count in PropertyListHelper ([GH-92283](https://github.com/godotengine/godot/pull/92283)). -- Replace `.bind(...).call_deferred()` with `.call_deferred(...)` ([GH-92427](https://github.com/godotengine/godot/pull/92427)). -- Style: Change esthetic -> aesthetic ([GH-93977](https://github.com/godotengine/godot/pull/93977)). +- Fix typo in XRInterface comment ([GH-86652](https://github.com/godotengine/godot/pull/86652)). +- Match the coding style for concatenating String ([GH-92933](https://github.com/godotengine/godot/pull/92933)). +- Core: Integrate Ref `instantiate` where possible ([GH-92986](https://github.com/godotengine/godot/pull/92986)). +- Improve template class conditionals with constexpr (code style) ([GH-94137](https://github.com/godotengine/godot/pull/94137)). +- Fix various typos ([GH-94477](https://github.com/godotengine/godot/pull/94477)). +- iOS: Fix typo in GodotApplicationDelegate ([GH-95272](https://github.com/godotengine/godot/pull/95272)). +- Remove empty `bind_methods()` ([GH-95542](https://github.com/godotengine/godot/pull/95542)). +- Fix glTF capitalization in error messages ([GH-95603](https://github.com/godotengine/godot/pull/95603)). +- Remove spaces and punctuation from the beginning of translatable strings ([GH-95958](https://github.com/godotengine/godot/pull/95958)). +- [Core,Drivers] Improve use of `Ref.is_null/valid` ([GH-96076](https://github.com/godotengine/godot/pull/96076)). +- Core: Fix unreachable code ([GH-96173](https://github.com/godotengine/godot/pull/96173)). +- Fix weird plural of public method names of `EditorDebuggerNode` ([GH-96176](https://github.com/godotengine/godot/pull/96176)). +- Cleanup of raw `nullptr` checks with `Ref` ([GH-96292](https://github.com/godotengine/godot/pull/96292)). +- Style: Add `WARNING:` as new comment admonition ([GH-96923](https://github.com/godotengine/godot/pull/96923)). +- Get rid of easily removable uses of `const_cast` ([GH-97378](https://github.com/godotengine/godot/pull/97378)). +- Rename `Vector4.components` -> `coord` for consistency ([GH-97487](https://github.com/godotengine/godot/pull/97487)). +- Set clang-format `RemoveSemicolon` rule to `true` ([GH-97934](https://github.com/godotengine/godot/pull/97934)). +- Clean up Image ([GH-98084](https://github.com/godotengine/godot/pull/98084)). +- Core: Improve error messages with `vformat` ([GH-98091](https://github.com/godotengine/godot/pull/98091)). +- Remove unnecessary condition in WAV importer ([GH-98980](https://github.com/godotengine/godot/pull/98980)). +- Remove unused OS `_display_driver_id` member ([GH-99071](https://github.com/godotengine/godot/pull/99071)). +- Style: Update `pyproject.toml` syntax ([GH-99240](https://github.com/godotengine/godot/pull/99240)). +- Simplify some UID conversions ([GH-99253](https://github.com/godotengine/godot/pull/99253)). +- Untangle ColorPicker includes ([GH-99516](https://github.com/godotengine/godot/pull/99516)). +- Style: Add 19.1.0 LLVM options to `.clang-format` ([GH-99548](https://github.com/godotengine/godot/pull/99548)). +- Style: Downgrade `.clang-format` arguments to 17.x ([GH-99761](https://github.com/godotengine/godot/pull/99761)). +- Fix various typos and code style issues ([GH-99799](https://github.com/godotengine/godot/pull/99799)). +- Add helper method to get Window from ID ([GH-99843](https://github.com/godotengine/godot/pull/99843)). +- Codestyle improvements in `style_box_flat.cpp` ([GH-99983](https://github.com/godotengine/godot/pull/99983)). +- Move singleton StringName definitions to header ([GH-99984](https://github.com/godotengine/godot/pull/99984)). +- Remove apparent contradiction in vector.h header ([GH-100147](https://github.com/godotengine/godot/pull/100147)). +- Merge identical code piece in ConvexHullComputer ([GH-100250](https://github.com/godotengine/godot/pull/100250)). +- Fix grammar / spelling in comments ([GH-100322](https://github.com/godotengine/godot/pull/100322)). +- Remove unused headers ([GH-100739](https://github.com/godotengine/godot/pull/100739)). +- Android Code Cleanup: Rename constants to uppercase ([GH-100760](https://github.com/godotengine/godot/pull/100760)). +- Improve use of `Ref.is_null/valid` ([GH-100776](https://github.com/godotengine/godot/pull/100776)). +- Style: Enforce `AllowShortFunctionsOnASingleLine` ([GH-100937](https://github.com/godotengine/godot/pull/100937)). +- Tween code improvements ([GH-101202](https://github.com/godotengine/godot/pull/101202)). +- A handful of typo fixes ([GH-101284](https://github.com/godotengine/godot/pull/101284)). +- Style: Enable clang-format's `InsertBraces` config ([GH-101355](https://github.com/godotengine/godot/pull/101355)). +- Typo fix: rename SortableVisbilityMode ([GH-101780](https://github.com/godotengine/godot/pull/101780)). #### Core -- Add colors to the command-line help ([GH-36252](https://github.com/godotengine/godot/pull/36252)). -- Rename `VariantZeroAssigner` to `VariantDefaultInitializer` ([GH-59186](https://github.com/godotengine/godot/pull/59186)). -- Add `merged` method to allow returning Dictionary after merging ([GH-65526](https://github.com/godotengine/godot/pull/65526)). -- Fix recursive resource local to scene (array/dictionary properties on resources) ([GH-71578](https://github.com/godotengine/godot/pull/71578)). -- Add Unicode support to `String.to_*_case()` methods ([GH-75846](https://github.com/godotengine/godot/pull/75846)). -- Optimize `Color::find_named_color()` ([GH-75860](https://github.com/godotengine/godot/pull/75860)). -- Add a `get_or_add` method to Dictionary ([GH-78095](https://github.com/godotengine/godot/pull/78095)). -- Add SceneTree.get_node_count_in_group() ([GH-78206](https://github.com/godotengine/godot/pull/78206)). -- Add typed array support for binary serialization ([GH-78219](https://github.com/godotengine/godot/pull/78219)). -- Set language encoding flag when using `ZIPPacker` ([GH-78732](https://github.com/godotengine/godot/pull/78732)). -- Fix crash caused by stale owner ([GH-78997](https://github.com/godotengine/godot/pull/78997)). -- TextServer: Fix `get_word_breaks` and its uses ([GH-79054](https://github.com/godotengine/godot/pull/79054)). -- Add `--no-header` option ([GH-79179](https://github.com/godotengine/godot/pull/79179)). -- Expose `Vector*` component-wise and scalar `min/max` to scripting ([GH-80223](https://github.com/godotengine/godot/pull/80223)). -- Expose `Script.get_global_name()` ([GH-80487](https://github.com/godotengine/godot/pull/80487)). -- Fix `reparent()` losing owner ([GH-81506](https://github.com/godotengine/godot/pull/81506)). -- Add `is_valid_letter()` to `TextServer` ([GH-81639](https://github.com/godotengine/godot/pull/81639)). -- Add `NodePath::slice` method ([GH-81822](https://github.com/godotengine/godot/pull/81822)). -- Merge `uid_cache.bin` and `global_script_class_cache.cfg` after mounting PCKs ([GH-82084](https://github.com/godotengine/godot/pull/82084)). -- Help compilers optimize `Object::cast_to()` ([GH-82903](https://github.com/godotengine/godot/pull/82903)). -- Implement `Vector2i/3i/4i` methods: `distance_to` and `distance_squared_to` ([GH-83163](https://github.com/godotengine/godot/pull/83163)). -- Fix Basis `is_orthogonal` and `is_rotation` methods, add `is_orthonormal` ([GH-83229](https://github.com/godotengine/godot/pull/83229)). -- Add `const char *` overloads to String class ([GH-84379](https://github.com/godotengine/godot/pull/84379)). -- Add const references detected by clang-tidy ([GH-84445](https://github.com/godotengine/godot/pull/84445)). -- Optimize `String.humanize_size()` ([GH-84462](https://github.com/godotengine/godot/pull/84462)). -- Make `varray()` variadic ([GH-84581](https://github.com/godotengine/godot/pull/84581)). -- Prevent encoding/decoding objects that cannot be instantiated ([GH-84611](https://github.com/godotengine/godot/pull/84611)). -- Prevent crash on conversion of invalid data in `Image` ([GH-84782](https://github.com/godotengine/godot/pull/84782)). -- Fix duplicating sub-scene may get two copies of internal node ([GH-84824](https://github.com/godotengine/godot/pull/84824)). -- When saving a resource with an exported typed array, check whether the type is an external resource ([GH-85024](https://github.com/godotengine/godot/pull/85024)). -- Prevent copying of `SelfList` and `SelfList::List` ([GH-85180](https://github.com/godotengine/godot/pull/85180)). -- Fix crash when hashing empty `CharString` ([GH-85389](https://github.com/godotengine/godot/pull/85389)). -- UndoRedo: Fix `MERGE_ALL` commit from repeating actions ([GH-85390](https://github.com/godotengine/godot/pull/85390)). -- Prevent infinite recursion when printing errors ([GH-85397](https://github.com/godotengine/godot/pull/85397)). -- Add `PackedVector4Array` Variant type ([GH-85474](https://github.com/godotengine/godot/pull/85474)). -- Fix property groups overriding real properties ([GH-85486](https://github.com/godotengine/godot/pull/85486)). -- Issue template: Change version field to "Tested versions", asking to test earlier versions ([GH-85554](https://github.com/godotengine/godot/pull/85554)). -- Fix RegEx `search_all` for zero length matches/lookahead ([GH-85783](https://github.com/godotengine/godot/pull/85783)). -- Do not reload resources and send notification if locale is not changed ([GH-85787](https://github.com/godotengine/godot/pull/85787)). -- Fix `FileAccessPack::get_buffer` updating position past the length of file ([GH-85991](https://github.com/godotengine/godot/pull/85991)). -- Fix `RegEx.sub` truncating string when `end` is used ([GH-86052](https://github.com/godotengine/godot/pull/86052)). -- Include `name` field in MethodInfo operator == ([GH-86259](https://github.com/godotengine/godot/pull/86259)). -- Add `PackedRealArray` as an alias for `Vector` ([GH-86324](https://github.com/godotengine/godot/pull/86324)). -- Improve error message in text resource format parser ([GH-86350](https://github.com/godotengine/godot/pull/86350)). -- Add and expose Basis/Transform2D/3D division by float operator ([GH-86364](https://github.com/godotengine/godot/pull/86364)). -- Suggest `--headless` CLI argument in DisplayServer not found error message ([GH-86409](https://github.com/godotengine/godot/pull/86409)). -- Fix data race in PagedArray ([GH-86412](https://github.com/godotengine/godot/pull/86412)). -- Ensure special characters are escaped in TSCN connections and editable hint ([GH-86417](https://github.com/godotengine/godot/pull/86417)). -- Add iteration support to `Array` ([GH-86518](https://github.com/godotengine/godot/pull/86518)). -- Remove traces of the extinct RID preallocate feature ([GH-86570](https://github.com/godotengine/godot/pull/86570)). -- Enhance & fix `WorkerThreadPool` ([GH-86587](https://github.com/godotengine/godot/pull/86587)). -- Initialize pointers in `a_star.cpp` ([GH-86590](https://github.com/godotengine/godot/pull/86590)). -- Improve GDExtension Tools Integration with Editor Debug Tooling ([GH-86721](https://github.com/godotengine/godot/pull/86721)). -- Promote CowData to 64 bits ([GH-86730](https://github.com/godotengine/godot/pull/86730)). -- Optimize comparisons for Object's `get_argument_options` ([GH-86743](https://github.com/godotengine/godot/pull/86743)). -- Add autocompletion for `Engine.get_singleton` & similar ([GH-86753](https://github.com/godotengine/godot/pull/86753)). -- Pseudolocalization: Prevent out of bounds reads ([GH-86827](https://github.com/godotengine/godot/pull/86827)). -- Avoid regressing in progress reporting in resource load ([GH-86845](https://github.com/godotengine/godot/pull/86845)). -- Add autocompletion to `get_node_or_null` ([GH-86891](https://github.com/godotengine/godot/pull/86891)). -- Fix wrong fail condition in compressed texture's `_set_data` ([GH-86950](https://github.com/godotengine/godot/pull/86950)). -- Fix ZIPPacker storing file permissions unexpectedly ([GH-86985](https://github.com/godotengine/godot/pull/86985)). -- Fix² behavior of ResourceFormatLoader `CACHE_MODE_REPLACE` ([GH-87008](https://github.com/godotengine/godot/pull/87008)). -- Give EXR saving methods a default value of false like the bindings ([GH-87062](https://github.com/godotengine/godot/pull/87062)). -- Fix `AABB.encloses` failing on shared upper bound ([GH-87118](https://github.com/godotengine/godot/pull/87118)). -- Fix deadlock in `RemoteDebugger::debug` ([GH-87169](https://github.com/godotengine/godot/pull/87169)). -- Fix inaccuracies in the report of leaked objects ([GH-87222](https://github.com/godotengine/godot/pull/87222)). -- Fix renaming a node to the name of its siblings breaking NodePath ([GH-87252](https://github.com/godotengine/godot/pull/87252)). -- Fix `resource_local_to_scene` in arrays and dictionaries ([GH-87268](https://github.com/godotengine/godot/pull/87268)). -- Display values in vector/quaternion math function errors ([GH-87300](https://github.com/godotengine/godot/pull/87300)). -- Implement maximum undo steps in UndoRedo ([GH-87353](https://github.com/godotengine/godot/pull/87353)). -- Add `--log-file` command line argument to write output log to a file ([GH-87373](https://github.com/godotengine/godot/pull/87373)). -- Fix property of type Node duplication when script is attached to a child node ([GH-87387](https://github.com/godotengine/godot/pull/87387)). -- Explicitly initialize all of `FileAccess::create_func[ACCESS_MAX]` ([GH-87389](https://github.com/godotengine/godot/pull/87389)). -- Add check for negative `buffer_size` inside `StreamPeerGZIP::start_(de)compression` ([GH-87448](https://github.com/godotengine/godot/pull/87448)). -- Remove now unused `year` member from `version.py` ([GH-87543](https://github.com/godotengine/godot/pull/87543)). -- Fix `FileAccessMemory` off by one error in `eof_reached` ([GH-87571](https://github.com/godotengine/godot/pull/87571)). -- Manage time singleton in `register_core_types` ([GH-87635](https://github.com/godotengine/godot/pull/87635)). -- Add methods to get argument count of methods ([GH-87680](https://github.com/godotengine/godot/pull/87680)). -- Fix `ResourceLoader.load_threaded_get_status` returning `[0]` constantly in exported projects ([GH-87711](https://github.com/godotengine/godot/pull/87711)). -- Make Callable `bind` method const ([GH-87778](https://github.com/godotengine/godot/pull/87778)). -- Improve `CowData` and `Memory` metadata alignment ([GH-87814](https://github.com/godotengine/godot/pull/87814)). -- Implement a XOR operator for BitField ([GH-87831](https://github.com/godotengine/godot/pull/87831)). -- Update visuals immediately after resizing `Placeholder*` textures ([GH-87854](https://github.com/godotengine/godot/pull/87854)). -- Fix `rpc` call from name based `Callable`s ([GH-87858](https://github.com/godotengine/godot/pull/87858)). -- Extract `SafeBinaryMutex` to separate header ([GH-87893](https://github.com/godotengine/godot/pull/87893)). -- [TextServer / Font] Do not duplicate images to prevent unnecessary embedding ([GH-87971](https://github.com/godotengine/godot/pull/87971)). -- Add newer Variant types to `typed_array.h` ([GH-87992](https://github.com/godotengine/godot/pull/87992)). -- Expose scene unique id functionality in Resource ([GH-88111](https://github.com/godotengine/godot/pull/88111)). -- Link hash table primes externally to prevent data duplication in binary ([GH-88178](https://github.com/godotengine/godot/pull/88178)). -- Allow Ref `instantiate` to accept constructor args ([GH-88183](https://github.com/godotengine/godot/pull/88183)). -- Link `xid_start` and `xid_continue` externally to prevent data duplication in binary ([GH-88203](https://github.com/godotengine/godot/pull/88203)). -- Fix inherited scenes produce errors in editor when `editable_children` is true ([GH-88426](https://github.com/godotengine/godot/pull/88426)). -- Fix owner when importing meshes ([GH-88497](https://github.com/godotengine/godot/pull/88497)). -- Upgrade some array helper classes to 64 bits ([GH-88551](https://github.com/godotengine/godot/pull/88551)). -- Improve thread safety of resource loading ([GH-88561](https://github.com/godotengine/godot/pull/88561)). -- Enhance cache modes in resource loading ([GH-88664](https://github.com/godotengine/godot/pull/88664)). -- Remove spammy dev-mode message about load deadlock prevention ([GH-88706](https://github.com/godotengine/godot/pull/88706)). -- Fix shared exported variables of inherited scenes ([GH-88741](https://github.com/godotengine/godot/pull/88741)). -- Add all `Viewport.debug_draw` enum options to dropdown ([GH-88755](https://github.com/godotengine/godot/pull/88755)). -- Image: Add static `is_format_compressed` function ([GH-88763](https://github.com/godotengine/godot/pull/88763)). -- Fix inefficient list iteration in Node ([GH-88785](https://github.com/godotengine/godot/pull/88785)). -- Do overflow check in when generating NoiseTexture3D ([GH-88823](https://github.com/godotengine/godot/pull/88823)). -- Add `RandomNumberGenerator::rand_weighted` method ([GH-88883](https://github.com/godotengine/godot/pull/88883)). -- Fix `RandomNumberGenerator::rand_weighted` return type ([GH-89104](https://github.com/godotengine/godot/pull/89104)). -- Add scalar versions of `Vector*` `min/max/clamp/snap(ped)` ([GH-89114](https://github.com/godotengine/godot/pull/89114)). -- Save PackedByteArrays as base64 encoded ([GH-89186](https://github.com/godotengine/godot/pull/89186)). -- Fix `String::begins_with` when both strings are empty ([GH-89194](https://github.com/godotengine/godot/pull/89194)). -- Fix sharing of typed arrays from constructor ([GH-89197](https://github.com/godotengine/godot/pull/89197)). -- Refactor OS exit code to be `EXIT_SUCCESS` by default ([GH-89229](https://github.com/godotengine/godot/pull/89229)). -- Clarify bounce and reflect docs and update param names ([GH-89404](https://github.com/godotengine/godot/pull/89404)). -- Fix error where update wouldn't reconnect the signal it should have reconnected and led to errors and crash ([GH-89447](https://github.com/godotengine/godot/pull/89447)). -- Disconnect one-shot signals before calling callbacks ([GH-89451](https://github.com/godotengine/godot/pull/89451)). -- Add output type to DAP `output` events ([GH-89475](https://github.com/godotengine/godot/pull/89475)). -- Prevent further infinite recursion when printing errors ([GH-89490](https://github.com/godotengine/godot/pull/89490)). -- Fix `rand_weighted` not using the current state ([GH-89619](https://github.com/godotengine/godot/pull/89619)). -- Fix crash on `reparent()` with Node containing internal children ([GH-89628](https://github.com/godotengine/godot/pull/89628)). -- Fix property access on read-only `Dictionary` ([GH-89647](https://github.com/godotengine/godot/pull/89647)). -- Stop possible underrun when processing a string ([GH-89671](https://github.com/godotengine/godot/pull/89671)). -- Properly skip printing version header with `--no-header` ([GH-89679](https://github.com/godotengine/godot/pull/89679)). -- Always look for unique node names in owner if not found in owned nodes ([GH-89686](https://github.com/godotengine/godot/pull/89686)). -- Fix incorrect file sort method ([GH-89857](https://github.com/godotengine/godot/pull/89857)). -- Remove a redundant `MAX` comparison within a loop in `compute_image_metrics` ([GH-89889](https://github.com/godotengine/godot/pull/89889)). -- Return `ERR_UNAVAILABLE` if native dialog is not supported ([GH-89902](https://github.com/godotengine/godot/pull/89902)). -- Fix regression when duplicating a node with a resource attached ([GH-89957](https://github.com/godotengine/godot/pull/89957)). -- Use fixed-width integer types in Variant ([GH-89984](https://github.com/godotengine/godot/pull/89984)). -- Fix `ResourceLoader.load` cache with relative paths ([GH-90038](https://github.com/godotengine/godot/pull/90038)). -- Fix some uses of `float` and `real_t` in `core/math` ([GH-90063](https://github.com/godotengine/godot/pull/90063)). -- Don't allow copying file into its own path ([GH-90069](https://github.com/godotengine/godot/pull/90069)). -- Fix load subtask not being registered leading to false progress values ([GH-90091](https://github.com/godotengine/godot/pull/90091)). -- Fix `Variant::construct` of `Object` ([GH-90134](https://github.com/godotengine/godot/pull/90134)). -- Use WorkerThreadPool for Server threads (enhanced) ([GH-90268](https://github.com/godotengine/godot/pull/90268)). -- Make InstancePlaceholders in charge of resolving node references in instances ([GH-90306](https://github.com/godotengine/godot/pull/90306)). -- IO: Fix marshall decoding when script is NIL ([GH-90335](https://github.com/godotengine/godot/pull/90335)). -- Expose `ClassDB::is_enum_bitfield` as `ClassDB::is_class_enum_bitfield` ([GH-90368](https://github.com/godotengine/godot/pull/90368)). -- Fix `ZIPReader.get_files()` error on empty zip files ([GH-90404](https://github.com/godotengine/godot/pull/90404)). -- CommandQueueMT: Fix flush re-entrancy ([GH-90470](https://github.com/godotengine/godot/pull/90470)). -- Revert pack trimming introduced by #82084 ([GH-90476](https://github.com/godotengine/godot/pull/90476)). -- Use `` where applicable ([GH-90540](https://github.com/godotengine/godot/pull/90540)). -- Don't print warning messages for DisplayServer functions in headless mode ([GH-90549](https://github.com/godotengine/godot/pull/90549)). -- Fix incorrect comparison for `Array` const iterator ([GH-90631](https://github.com/godotengine/godot/pull/90631)). -- Fix `Window.hide()` crash when `force_native` changes ([GH-90637](https://github.com/godotengine/godot/pull/90637)). -- Implement `Object.remove_user_signal(signal: StringName)` ([GH-90674](https://github.com/godotengine/godot/pull/90674)). -- Fix `RefCounted` handling in `marshalls.cpp` ([GH-90693](https://github.com/godotengine/godot/pull/90693)). -- Reduce and prevent unnecessary random-access to `List` ([GH-90705](https://github.com/godotengine/godot/pull/90705)). -- Fix incorrect name of internal Basis global scale getter ([GH-90748](https://github.com/godotengine/godot/pull/90748)). -- Fix binary serialization of objects in typed arrays ([GH-90751](https://github.com/godotengine/godot/pull/90751)). -- CommandQueueMT: Optimize & fix handling of sync/ret commands ([GH-90760](https://github.com/godotengine/godot/pull/90760)). -- WorkerThreadPool: Polish yielding (fix corner case, remove misleading warning) ([GH-90809](https://github.com/godotengine/godot/pull/90809)). -- WorkerThreadPool: Fix yield-over for not-yet-started tasks ([GH-90865](https://github.com/godotengine/godot/pull/90865)). -- Utilize initializer lists in Variant constructors ([GH-90866](https://github.com/godotengine/godot/pull/90866)). -- Use compatible text resource format when possible ([GH-90889](https://github.com/godotengine/godot/pull/90889)). -- Strip ANSI escape codes from file logging ([GH-90900](https://github.com/godotengine/godot/pull/90900)). -- Fix `SurfaceTool.create_from_arrays` crash with bad index ([GH-91198](https://github.com/godotengine/godot/pull/91198)). -- Use unztell64 in FileAccessZIP to ensure 64 bit return ([GH-91210](https://github.com/godotengine/godot/pull/91210)). -- Fix unsafe uses of `Callable.is_null()` ([GH-91247](https://github.com/godotengine/godot/pull/91247)). -- Add a note for `String::reverse` to warn about its implementation ([GH-91321](https://github.com/godotengine/godot/pull/91321)). -- Fix a performance regression when duplicating a node ([GH-91329](https://github.com/godotengine/godot/pull/91329)). -- Revert premul alpha to spell without the T ([GH-91399](https://github.com/godotengine/godot/pull/91399)). -- Fix crash when executing `Image.save_jpg_to_buffer` ([GH-91590](https://github.com/godotengine/godot/pull/91590)). -- Add case-insensitive `String::containsn` ([GH-91611](https://github.com/godotengine/godot/pull/91611)). -- Add `LocalVector::has` for convenience ([GH-91621](https://github.com/godotengine/godot/pull/91621)). -- Let materials' shaders update happen on loader threads ([GH-91630](https://github.com/godotengine/godot/pull/91630)). -- Fix crash when adding a child while duplicating a node ([GH-91677](https://github.com/godotengine/godot/pull/91677)). -- CommandQueueMT: Fix sync command awaiters missing the chance ([GH-91725](https://github.com/godotengine/godot/pull/91725)). -- CommandQueueMT: Pre-allocate memory to avoid a bunch of allocations at startup ([GH-91727](https://github.com/godotengine/godot/pull/91727)). -- Fix memory leak when ASTC compression fails ([GH-91745](https://github.com/godotengine/godot/pull/91745)). -- Add an identity check to resource unregistration from cache ([GH-91897](https://github.com/godotengine/godot/pull/91897)). -- Fix `DisplayServer` overrides ([GH-91900](https://github.com/godotengine/godot/pull/91900)). -- Scene: Add `SceneStringNames::pressed` ([GH-91939](https://github.com/godotengine/godot/pull/91939)). -- Scene: Add `SceneStringNames::id_pressed` ([GH-91949](https://github.com/godotengine/godot/pull/91949)). -- Scene: Add `SceneStringNames::panel` ([GH-91950](https://github.com/godotengine/godot/pull/91950)). -- Use `CoreStringNames::normal` in more places ([GH-91953](https://github.com/godotengine/godot/pull/91953)). -- Re-add Variant class initializer, fix comment ([GH-91955](https://github.com/godotengine/godot/pull/91955)). -- Scene: Add `SceneStringNames::font(_size/_color)` ([GH-92588](https://github.com/godotengine/godot/pull/92588)). -- Scene: Add `SceneStringNames::confirmed` ([GH-92639](https://github.com/godotengine/godot/pull/92639)). -- Scene: Add `SceneStringNames::text/value_changed` ([GH-92640](https://github.com/godotengine/godot/pull/92640)). -- Duplicate properties first before remapping resources ([GH-92678](https://github.com/godotengine/godot/pull/92678)). -- Fix callable not clearing freed pointer ([GH-92722](https://github.com/godotengine/godot/pull/92722)). -- Fix some incorrect uses of `String` over `StringName` ([GH-92723](https://github.com/godotengine/godot/pull/92723)). -- Release Engine before unregistering core types ([GH-92733](https://github.com/godotengine/godot/pull/92733)). -- ResourceLoader: Avoid deadlock when awaiting a loader thread that failed early ([GH-93082](https://github.com/godotengine/godot/pull/93082)). -- Remove no longer needed thread safety measures ([GH-93091](https://github.com/godotengine/godot/pull/93091)). -- ResourceLoader: Let the caller thread use its own message queue override ([GH-93124](https://github.com/godotengine/godot/pull/93124)). -- Crypto: Expose `OS.get_entropy` ([GH-93177](https://github.com/godotengine/godot/pull/93177)). -- Improve PO plural translation rules handling ([GH-93262](https://github.com/godotengine/godot/pull/93262)). -- Fix missing cleanup and null checks for various singletons ([GH-93292](https://github.com/godotengine/godot/pull/93292)). -- Fix cleanup order in `unregister_core_types()` ([GH-93293](https://github.com/godotengine/godot/pull/93293)). -- Fix typo in preprocessor symbol ([GH-93367](https://github.com/godotengine/godot/pull/93367)). -- Fix storing of Node Array properties ([GH-93430](https://github.com/godotengine/godot/pull/93430)). -- Lookup method also in base scripts of a PlaceHolderScriptInstance ([GH-93452](https://github.com/godotengine/godot/pull/93452)). -- ResourceLoader: Fix handling of uncached loads ([GH-93540](https://github.com/godotengine/godot/pull/93540)). -- Fix duplicating nodes with Array properties ([GH-93672](https://github.com/godotengine/godot/pull/93672)). -- ResourceLoader: Support polling and get-before-complete on the main thread ([GH-93695](https://github.com/godotengine/godot/pull/93695)). -- WorkerThreadPool: Fix wrong pointer used in the case of BinaryMutex ([GH-93709](https://github.com/godotengine/godot/pull/93709)). -- Improve `vformat` error reporting on `sprintf` failure ([GH-93897](https://github.com/godotengine/godot/pull/93897)). -- ResourceLoader: Fixup management of thread-specific status ([GH-93928](https://github.com/godotengine/godot/pull/93928)). -- Add a check to prevent user to call `AStarGrid2D::update` when its not needed ([GH-93993](https://github.com/godotengine/godot/pull/93993)). -- Fix UTF-8 misinterpreted as Latin-1 when logging to file ([GH-94006](https://github.com/godotengine/godot/pull/94006)). -- ResourceLoader: Fix error message due to already-awaited tasks being re-awaited ([GH-94070](https://github.com/godotengine/godot/pull/94070)). -- Optimize `Node::is_readable_from_caller_thread()` by prioritizing the most common case ([GH-94230](https://github.com/godotengine/godot/pull/94230)). -- Fix TypedArray encoding when full objects is disabled ([GH-94379](https://github.com/godotengine/godot/pull/94379)). -- Batch of fixes for WorkerThreadPool and ResourceLoader (safe set) ([GH-94526](https://github.com/godotengine/godot/pull/94526)). -- End benchmark of `Main::setup` properly before calling `setup2` ([GH-94587](https://github.com/godotengine/godot/pull/94587)). -- Apply `prefer_wayland` only if no display driver is set ([GH-94774](https://github.com/godotengine/godot/pull/94774)). -- Fix use-after-free in WorkerThreadPool ([GH-94832](https://github.com/godotengine/godot/pull/94832)). -- ResourceLoader: Let resource setup late steps invoke loading in turn ([GH-94910](https://github.com/godotengine/godot/pull/94910)). -- ResourceLoader: Add check to prevent double free crashes ([GH-95186](https://github.com/godotengine/godot/pull/95186)). -- Fix use-after-free in `FileAccess::exists` ([GH-95311](https://github.com/godotengine/godot/pull/95311)). -- ResourceLoader: Fix error on querying progress for uncached loads ([GH-95476](https://github.com/godotengine/godot/pull/95476)). +- Always add decimal when converting float to string ([GH-47502](https://github.com/godotengine/godot/pull/47502)). +- Add `Object` support for `String.format` ([GH-65962](https://github.com/godotengine/godot/pull/65962)). +- RegEx: Fix handling of unset/unknown capture groups ([GH-73973](https://github.com/godotengine/godot/pull/73973)). +- Add a sort method to Dictionary and HashMap ([GH-77213](https://github.com/godotengine/godot/pull/77213)). +- FileAccess: Return error codes from `store_*` methods ([GH-78289](https://github.com/godotengine/godot/pull/78289)). +- Color: Expose OKHSL properties ([GH-82845](https://github.com/godotengine/godot/pull/82845)). +- Enhance SpinLock ([GH-85167](https://github.com/godotengine/godot/pull/85167)). +- Fix `MissingResource` properties being stripped on save ([GH-86600](https://github.com/godotengine/godot/pull/86600)). +- Add way to check if a signal has any connections ([GH-87344](https://github.com/godotengine/godot/pull/87344)). +- Bind and document iterator API virtual methods ([GH-89649](https://github.com/godotengine/godot/pull/89649)). +- Fix "res://" being replaced by resource packs in the editor and on Android ([GH-90425](https://github.com/godotengine/godot/pull/90425)). +- Update `ucaps.h` to contain proper case matchings ([GH-90726](https://github.com/godotengine/godot/pull/90726)). +- Add `Engine.print_to_stdout` setting to control printing ([GH-90955](https://github.com/godotengine/godot/pull/90955)). +- Expose several resource/resource-saver functions ([GH-90969](https://github.com/godotengine/godot/pull/90969)). +- Fix `Node.duplicate()` crash when duplicating a node that cannot be instantiated ([GH-90992](https://github.com/godotengine/godot/pull/90992)). +- Enforce custom nodes to keep their original type ([GH-91341](https://github.com/godotengine/godot/pull/91341)). +- Reduce code duplication in FileAccess ([GH-92167](https://github.com/godotengine/godot/pull/92167)). +- Optimize image conversion for half and float formats ([GH-92291](https://github.com/godotengine/godot/pull/92291)). +- Ensure MovieWriter output is in gamma space when using HDR 2D ([GH-92496](https://github.com/godotengine/godot/pull/92496)). +- Expose `get_cached_ref` from `ResourceCache` ([GH-92530](https://github.com/godotengine/godot/pull/92530)). +- Optimize `String::replace` methods ([GH-92546](https://github.com/godotengine/godot/pull/92546)). +- Optimize some `String` methods ([GH-92548](https://github.com/godotengine/godot/pull/92548)). +- Optimize `String::join` ([GH-92550](https://github.com/godotengine/godot/pull/92550)). +- Implement array based hash map `AHashMap` ([GH-92554](https://github.com/godotengine/godot/pull/92554)). +- Optimize `String::insert` ([GH-92555](https://github.com/godotengine/godot/pull/92555)). +- StringName: `operator==` compares in-place ([GH-92570](https://github.com/godotengine/godot/pull/92570)). +- Scene: Add `SceneStringNames::toggled` ([GH-92637](https://github.com/godotengine/godot/pull/92637)). +- Ability to convert native engine types to JSON and back ([GH-92656](https://github.com/godotengine/godot/pull/92656)). +- Image: Add a method for detecting signed values ([GH-92799](https://github.com/godotengine/godot/pull/92799)). +- Implement `ClassDB::class_call_static_method` ([GH-93141](https://github.com/godotengine/godot/pull/93141)). +- Handle the smoothstep degenerate case of empty range ([GH-93149](https://github.com/godotengine/godot/pull/93149)). +- Fix RefCounted releasing early and not clearing reference ([GH-93299](https://github.com/godotengine/godot/pull/93299)). +- ResourceLoader: Revert workaround resource loading crashes due to buggy TLS ([GH-93336](https://github.com/godotengine/godot/pull/93336)). +- Fix super call in various `get_configuration_warnings` methods ([GH-93353](https://github.com/godotengine/godot/pull/93353)). +- Add optional count argument to `Semaphore::post` ([GH-93605](https://github.com/godotengine/godot/pull/93605)). +- Allow locking/unlocking of `MutexLock` ([GH-93739](https://github.com/godotengine/godot/pull/93739)). +- Allow more image types for some project settings ([GH-93746](https://github.com/godotengine/godot/pull/93746)). +- Fix parsing of `4.` in Expression ([GH-93856](https://github.com/godotengine/godot/pull/93856)). +- Flush delete queue after process frame timers ([GH-93871](https://github.com/godotengine/godot/pull/93871)). +- Fix `Freed Object` booleanization ([GH-93885](https://github.com/godotengine/godot/pull/93885)). +- Remove unused method `_is_gpl_reversed()` ([GH-94068](https://github.com/godotengine/godot/pull/94068)). +- Batch of fixes for `WorkerThreadPool` and `ResourceLoader` ([GH-94169](https://github.com/godotengine/godot/pull/94169)). +- Improve `CowData::insert` performance ([GH-94353](https://github.com/godotengine/godot/pull/94353)). +- VariantParser: Ensure all parse errors have an explanation ([GH-94507](https://github.com/godotengine/godot/pull/94507)). +- Reduce allocations in `String::sprintf` ([GH-94558](https://github.com/godotengine/godot/pull/94558)). +- Avoid potential crash on signal disconnection ([GH-94666](https://github.com/godotengine/godot/pull/94666)). +- Remove unused `initialize_ref` ([GH-94679](https://github.com/godotengine/godot/pull/94679)). +- StringName: Use inline static field definitions ([GH-94683](https://github.com/godotengine/godot/pull/94683)). +- Remove unused PoolAllocator ([GH-94792](https://github.com/godotengine/godot/pull/94792)). +- Fix use-after-free of `ConditionVariable` in `ResourceLoader` ([GH-94801](https://github.com/godotengine/godot/pull/94801)). +- Expose ClassDB methods `get_property_setter` / `get_property_getter` ([GH-94826](https://github.com/godotengine/godot/pull/94826)). +- Add missing CallableCustomMethodPointer for const methods ([GH-94864](https://github.com/godotengine/godot/pull/94864)). +- Remove const_cast in `List::erase` ([GH-94889](https://github.com/godotengine/godot/pull/94889)). +- Fix ResourceLoader is not printing a resource path on loading when `verbose_stdout` is enabled ([GH-94920](https://github.com/godotengine/godot/pull/94920)). +- Mark underscored properties as internal ([GH-94954](https://github.com/godotengine/godot/pull/94954)). +- Assign return value on `Variant` operator failure ([GH-95166](https://github.com/godotengine/godot/pull/95166)). +- RegEx: Add `show_error` parameter to control error printing on compilation fail ([GH-95212](https://github.com/godotengine/godot/pull/95212)). +- Improve `ClassDB::_is_parent_class` performance ([GH-95292](https://github.com/godotengine/godot/pull/95292)). +- Fix `Projection::invert` for orthographic projection ([GH-95303](https://github.com/godotengine/godot/pull/95303)). +- Add callable support for `find` and `rfind` `Array` methods ([GH-95449](https://github.com/godotengine/godot/pull/95449)). +- CowData: remove hardcoded offset and unused argument from `_unref` ([GH-95469](https://github.com/godotengine/godot/pull/95469)). +- ResourceLoader: Use better error handling for possible engine bugs ([GH-95477](https://github.com/godotengine/godot/pull/95477)). +- Run cleanup code on DisplayServer init failure to prevent crash on exit ([GH-95513](https://github.com/godotengine/godot/pull/95513)). +- Fix `split_floats` behavior when spaces are used as separators ([GH-95613](https://github.com/godotengine/godot/pull/95613)). +- Fix drag&drop between window on Windows ([GH-95665](https://github.com/godotengine/godot/pull/95665)). +- Simplify Rect2/AABB `get_support` function ([GH-95790](https://github.com/godotengine/godot/pull/95790)). +- Expand `std::initializer_list` support in container templates ([GH-95920](https://github.com/godotengine/godot/pull/95920)). +- Add `String.is_valid_unicode_identifier()` ([GH-95984](https://github.com/godotengine/godot/pull/95984)). +- Use `MutexLock` in more places ([GH-96166](https://github.com/godotengine/godot/pull/96166)). +- Remove confusing USER prefix from script-logged errors ([GH-96168](https://github.com/godotengine/godot/pull/96168)). +- Improve error message when loading non-PNG splash image ([GH-96197](https://github.com/godotengine/godot/pull/96197)). +- Fix saving subresources of nodes ([GH-96207](https://github.com/godotengine/godot/pull/96207)). +- ResourceLoader: Handle another case of user tokens ([GH-96218](https://github.com/godotengine/godot/pull/96218)). +- WorkerThreadPool: Fix end-of-yield logic potentially leading to deadlocks ([GH-96225](https://github.com/godotengine/godot/pull/96225)). +- Write path instead of name at verbose output of leaked instances ([GH-96317](https://github.com/godotengine/godot/pull/96317)). +- WorkerThreadPool: Print info about thread count at startup ([GH-96322](https://github.com/godotengine/godot/pull/96322)). +- Сheck `r_error` after calling `callp()` ([GH-96344](https://github.com/godotengine/godot/pull/96344)). +- Add support for Transform2D/3D in `lerp()` ([GH-96496](https://github.com/godotengine/godot/pull/96496)). +- StringName: Fix empty hash ([GH-96586](https://github.com/godotengine/godot/pull/96586)). +- Provide a reliable way to see original resources in a directory ([GH-96590](https://github.com/godotengine/godot/pull/96590)). +- ResourceLoader: Add thread-aware resource changed mechanism ([GH-96593](https://github.com/godotengine/godot/pull/96593)). +- ResourceLoader: Add last resort life-time insurance for tokens ([GH-96617](https://github.com/godotengine/godot/pull/96617)). +- Allow Timer nodes to ignore engine time scale ([GH-96626](https://github.com/godotengine/godot/pull/96626)). +- ResourceLoader: Fixup resource changed feature ([GH-96656](https://github.com/godotengine/godot/pull/96656)). +- Make use of languages' thread enter/exit more correct ([GH-96760](https://github.com/godotengine/godot/pull/96760)). +- [Resource Loader] Do not check property type for non registered properties ([GH-96780](https://github.com/godotengine/godot/pull/96780)). +- Object: Let debug lock handle callee destruction within call chain gracefully ([GH-96856](https://github.com/godotengine/godot/pull/96856)). +- Fix `Dictionary.merge()` type validation ([GH-96864](https://github.com/godotengine/godot/pull/96864)). +- Avoid expensive sqrt operation in hot loop of `BitMap.grow_mask` ([GH-96885](https://github.com/godotengine/godot/pull/96885)). +- Ignore `--test` flag when it is an user-provided argument ([GH-96926](https://github.com/godotengine/godot/pull/96926)). +- WorkerThreadPool: Revamp interaction with ScriptServer ([GH-96959](https://github.com/godotengine/godot/pull/96959)). +- Add a more detailed error message when instantiating a scene with missing export properties ([GH-97071](https://github.com/godotengine/godot/pull/97071)). +- Fix path error when saving ProjectSettings ([GH-97115](https://github.com/godotengine/godot/pull/97115)). +- Print error on invalid `call_group()` calls ([GH-97240](https://github.com/godotengine/godot/pull/97240)). +- Universalize UID support in all resource types ([GH-97352](https://github.com/godotengine/godot/pull/97352)). +- Make internal unique scene resource ID deterministic ([GH-97362](https://github.com/godotengine/godot/pull/97362)). +- Make `RID_Owner` lock-free for fetching ([GH-97465](https://github.com/godotengine/godot/pull/97465)). +- Add missing `HashMapComparatorDefault` cases ([GH-97550](https://github.com/godotengine/godot/pull/97550)). +- Fix decompressing textures with dimensions that are not multiples of 4 ([GH-97873](https://github.com/godotengine/godot/pull/97873)). +- Add support for 24-bit color escape sequences, simplify `print_rich` BBCode parsing ([GH-98118](https://github.com/godotengine/godot/pull/98118)). +- Add typed dictionary support for binary serialization ([GH-98120](https://github.com/godotengine/godot/pull/98120)). +- Fix file logging log rotation ([GH-98216](https://github.com/godotengine/godot/pull/98216)). +- Fix `String::num_int64()`, uint64 for valid base check ([GH-98357](https://github.com/godotengine/godot/pull/98357)). +- Allow using RID with `in` operator for Arrays and Dictionaries ([GH-98363](https://github.com/godotengine/godot/pull/98363)). +- Rationalize busy waits ([GH-98385](https://github.com/godotengine/godot/pull/98385)). +- Update `char_range.inc` to Unicode 16 ([GH-98395](https://github.com/godotengine/godot/pull/98395)). +- DirAccessPack: Fix `file_exists` and `dir_exists` in exported projects ([GH-98483](https://github.com/godotengine/godot/pull/98483)). +- Fix `RID_Owner` synchronization ([GH-98488](https://github.com/godotengine/godot/pull/98488)). +- Curve: Check for finiteness before performing calculations in `sample_baked()` functions ([GH-98625](https://github.com/godotengine/godot/pull/98625)). +- Rename `ClassDB::class_call_static_method` -> `class_call_static` ([GH-98679](https://github.com/godotengine/godot/pull/98679)). +- Android: Implement support for accent color retrieval ([GH-98712](https://github.com/godotengine/godot/pull/98712)). +- Fix `Callable.get_bound_arguments{,_count}()` return incorrect data ([GH-98713](https://github.com/godotengine/godot/pull/98713)). +- Improve locale comparison ([GH-98743](https://github.com/godotengine/godot/pull/98743)). +- Docs: Fix AABB is_finite() and is_equal_approx() ([GH-98748](https://github.com/godotengine/godot/pull/98748)). +- Use `SceneStringName` in more places ([GH-98763](https://github.com/godotengine/godot/pull/98763)). +- Remove unnecessary `_3D_DISABLED` checks in `Performance` ([GH-98946](https://github.com/godotengine/godot/pull/98946)). +- Fix a few more super calls in `get_configuration_warnings` methods ([GH-98951](https://github.com/godotengine/godot/pull/98951)). +- Fix deadlocks related to ClassDB queries about global classes ([GH-98963](https://github.com/godotengine/godot/pull/98963)). +- Fix comparison of callables ([GH-99078](https://github.com/godotengine/godot/pull/99078)). +- SpinLock: Overhaul false sharing prevention ([GH-99168](https://github.com/godotengine/godot/pull/99168)). +- Resource UID fixes and improvements ([GH-99226](https://github.com/godotengine/godot/pull/99226)). +- Support uid:// in more places ([GH-99286](https://github.com/godotengine/godot/pull/99286)). +- Use `(r)find_char` instead of `(r)find` for single characters ([GH-99328](https://github.com/godotengine/godot/pull/99328)). +- Fix incorrect Z direction for AABB's position ([GH-99352](https://github.com/godotengine/godot/pull/99352)). +- Defer initializing BasisU encoder until it is needed ([GH-99376](https://github.com/godotengine/godot/pull/99376)). +- Force `get_thread_count()` to `1` if single threaded ([GH-99416](https://github.com/godotengine/godot/pull/99416)). +- ResourceLoader: Report appropriate error code when no suitable loader is found ([GH-99494](https://github.com/godotengine/godot/pull/99494)). +- Do not generate `*.uid` files for JSON, certificates, and translations ([GH-99540](https://github.com/godotengine/godot/pull/99540)). +- Convert line breaks to `\n` and strip line break from the end of string returned by `OS::read_string_from_stdin`/`OS::get_stdin_string` ([GH-99542](https://github.com/godotengine/godot/pull/99542)). +- Fix stringification of Vector4 ([GH-99545](https://github.com/godotengine/godot/pull/99545)). +- Fix stringification of Projection ([GH-99563](https://github.com/godotengine/godot/pull/99563)). +- Fix missing space after period in error message ([GH-99605](https://github.com/godotengine/godot/pull/99605)). +- ResourceLoader: Print load message only when actually loading ([GH-99667](https://github.com/godotengine/godot/pull/99667)). +- Fix default `Environment` project setting and loading ([GH-99739](https://github.com/godotengine/godot/pull/99739)). +- Add `std::initializer_list` constructor for Dictionary ([GH-99751](https://github.com/godotengine/godot/pull/99751)). +- Fix `JSON.{from,to}_native()` issues ([GH-99765](https://github.com/godotengine/godot/pull/99765)). +- Optimize StringBuilder by using `LocalVector` instead of `Vector` ([GH-99775](https://github.com/godotengine/godot/pull/99775)). +- String: Don't repeat calls to `strlen` in `split`, and make `splitter_length` const in `get_slice` ([GH-99777](https://github.com/godotengine/godot/pull/99777)). +- Move StringName `!=` operator to the header file to make it inlineable ([GH-99815](https://github.com/godotengine/godot/pull/99815)). +- Optimize `String::copy_from` and `String::copy_from_unchecked` implementations, improving String allocation speed ([GH-99816](https://github.com/godotengine/godot/pull/99816)). +- Use `strlen()` 3 times instead of custom length check implementations in ustring ([GH-99817](https://github.com/godotengine/godot/pull/99817)). +- Ensure `parse_utf8` has length of string passed in when available ([GH-99834](https://github.com/godotengine/godot/pull/99834)). +- Fix `OS::has_feature()` skipping custom features ([GH-99864](https://github.com/godotengine/godot/pull/99864)). +- Windows: Fix underflow before `delay_usec` ([GH-99871](https://github.com/godotengine/godot/pull/99871)). +- Avoid duplicated `utf8()` calls ([GH-99893](https://github.com/godotengine/godot/pull/99893)). +- FileAccess: Set `last_error` on file read/write errors ([GH-99919](https://github.com/godotengine/godot/pull/99919)). +- Optimize `String::is_valid_filename()` and `String::validate_filename()` ([GH-100015](https://github.com/godotengine/godot/pull/100015)). +- Optimize `_camelcase_to_underscore` (and thus `String.capitalize`) ([GH-100016](https://github.com/godotengine/godot/pull/100016)). +- Optimize string single char contains calls ([GH-100024](https://github.com/godotengine/godot/pull/100024)). +- Scene: Add `SceneStringName::hover` ([GH-100036](https://github.com/godotengine/godot/pull/100036)). +- Optimize String.similarity by avoiding allocation for bigrams ([GH-100041](https://github.com/godotengine/godot/pull/100041)). +- Scene: Add `SceneStringName::FlatButton` ([GH-100049](https://github.com/godotengine/godot/pull/100049)). +- Fix handling of leading `..` in simplify_path ([GH-100075](https://github.com/godotengine/godot/pull/100075)). +- Optimize String construction from statically known strings by evaluating `strlen` at compile-time ([GH-100132](https://github.com/godotengine/godot/pull/100132)). +- Debugger: Fix scene debugger crash when editor shortcuts are invalid ([GH-100218](https://github.com/godotengine/godot/pull/100218)). +- Add move constructor and move assignment to `CowData`, `String`, `Char16String`, `CharString`, and `Vector` ([GH-100239](https://github.com/godotengine/godot/pull/100239)). +- Optimize `String.count` and `String.countn` by avoiding repeated reallocations ([GH-100294](https://github.com/godotengine/godot/pull/100294)). +- Optimize `StringBuilder.as_string` by constructing the string in-place and skipping unnecessary checks ([GH-100295](https://github.com/godotengine/godot/pull/100295)). +- Improve `ResourceUID::id_to_text` performance ([GH-100335](https://github.com/godotengine/godot/pull/100335)). +- Fix deadlock possibility in threaded load of materials ([GH-100363](https://github.com/godotengine/godot/pull/100363)). +- Optimize `SWAP` macro by using move semantics ([GH-100367](https://github.com/godotengine/godot/pull/100367)). +- Fix UBSAN reports ([GH-100386](https://github.com/godotengine/godot/pull/100386)). +- Add move assignment and move constructor to Variant ([GH-100426](https://github.com/godotengine/godot/pull/100426)). +- Rename `String::copy_from` functions to their respective encodings (`parse_latin1`, `parse_wstring`, `parse_utf32`) ([GH-100434](https://github.com/godotengine/godot/pull/100434)). +- Abstract `CowData`'s reallocations into `_realloc` to consolidate duplicate logic ([GH-100474](https://github.com/godotengine/godot/pull/100474)). +- Optimize `CowData` and `LocalVector` functions `.insert` and `.remove_at` by using move semantics ([GH-100477](https://github.com/godotengine/godot/pull/100477)). +- Add move semantics (constructor, assignment) to `StringName` ([GH-100483](https://github.com/godotengine/godot/pull/100483)). +- Add `LocalVector` move semantics (constructor and operator=) ([GH-100560](https://github.com/godotengine/godot/pull/100560)). +- Add move semantics (constructor, operator=) to `List` ([GH-100563](https://github.com/godotengine/godot/pull/100563)). +- Remove unused headers in servers ([GH-100634](https://github.com/godotengine/godot/pull/100634)). +- Increase precision in `linear_to_srgb()` and `srgb_to_linear()` ([GH-100659](https://github.com/godotengine/godot/pull/100659)). +- Make `LocalVector` -> `Vector` automatic conversion safe for non-trivial types ([GH-100683](https://github.com/godotengine/godot/pull/100683)). +- Destruct `CowData` more graciously by avoiding accidentally exposing a half-destructed buffer ([GH-100694](https://github.com/godotengine/godot/pull/100694)). +- Refactor CommandQueueMT to use vararg templates for performance and maintainability ([GH-100770](https://github.com/godotengine/godot/pull/100770)). +- Don't set `Variant::Type` in destructor ([GH-100795](https://github.com/godotengine/godot/pull/100795)). +- Add `Color.from_rgba8` and deprecate Color8 ([GH-100825](https://github.com/godotengine/godot/pull/100825)). +- Fix parsing Resource type as value type of a Dictionary ([GH-100933](https://github.com/godotengine/godot/pull/100933)). +- Fix `NodePath::slice()` incorrect behavior for subname indexing ([GH-100954](https://github.com/godotengine/godot/pull/100954)). +- Fix UID encoding ([GH-100976](https://github.com/godotengine/godot/pull/100976)). +- Fix looking at with 180 degree arc ([GH-100991](https://github.com/godotengine/godot/pull/100991)). +- Thread: Re-add `` include for `std::hardware_destructive_interference_size` ([GH-101004](https://github.com/godotengine/godot/pull/101004)). +- Add static assert checks in `Variant` constructors ([GH-101016](https://github.com/godotengine/godot/pull/101016)). +- Optimize `_count` by replacing a full copy with a CoW copy for the full-string count case ([GH-101033](https://github.com/godotengine/godot/pull/101033)). +- Consolidate `Variant` int and float conversion functions to reduce duplicate logic ([GH-101055](https://github.com/godotengine/godot/pull/101055)). +- Optimize `Thread::get_caller_id()` ([GH-101072](https://github.com/godotengine/godot/pull/101072)). +- Add explicit error messages to Multimesh functions ([GH-101109](https://github.com/godotengine/godot/pull/101109)). +- Optimize calls of `utf8` in a few spots to avoid calling it more than once ([GH-101233](https://github.com/godotengine/godot/pull/101233)). +- Main: Fix missing performance data ([GH-101242](https://github.com/godotengine/godot/pull/101242)). +- Use `AHashMap` for `SurfaceTool` ([GH-101273](https://github.com/godotengine/godot/pull/101273)). +- Use `LocalVector` for `Curve` and `Gradient` ([GH-101282](https://github.com/godotengine/godot/pull/101282)). +- Revert regression of memory unsafe `append_array` (same vector into same vector) ([GH-101386](https://github.com/godotengine/godot/pull/101386)). +- Improve missing UID errors ([GH-101441](https://github.com/godotengine/godot/pull/101441)). +- Fix UID path remap ([GH-101446](https://github.com/godotengine/godot/pull/101446)). +- Optimize `String` `==`, `ends_with` and `begins_with` by using `memcmp` ([GH-101493](https://github.com/godotengine/godot/pull/101493)). +- Lock the `StringName::mutex` after hashing the string, to spend less time hoarding it unnecessarily ([GH-101606](https://github.com/godotengine/godot/pull/101606)). +- Fix index check in MethodBind::get_argument_type ([GH-101627](https://github.com/godotengine/godot/pull/101627)). +- Fix `ResourceLoader.has_cached()` and `ResourceLoader.get_cached_ref()` not handling UIDs ([GH-101752](https://github.com/godotengine/godot/pull/101752)). +- Fix `Quaternion` arc constructor to check dot & Add test for same `Vector3`s ([GH-101797](https://github.com/godotengine/godot/pull/101797)). +- Fix `Basis::get_euler` incorrectly simplifying rotations in some cases ([GH-102144](https://github.com/godotengine/godot/pull/102144)). +- Fix `is_valid_float`, `Variant` parser, `Expression` parser, script highlighter, and `TextServer` not handing capital E in scientific notation ([GH-102396](https://github.com/godotengine/godot/pull/102396)). +- Fix `PackedStringArray.to_byte_array()` to return UTF-8 encoded data instead of pointers ([GH-102515](https://github.com/godotengine/godot/pull/102515)). +- Use atomic flag to prevent `flush_if_pending` from reading unlocked `command_mem` ([GH-103298](https://github.com/godotengine/godot/pull/103298)). #### Documentation -- Overhaul Node documentation ([GH-68560](https://github.com/godotengine/godot/pull/68560)). -- Tweak SceneTree Documentation ([GH-68649](https://github.com/godotengine/godot/pull/68649)). -- Overhaul Array documentation ([GH-69451](https://github.com/godotengine/godot/pull/69451)). -- Use `Signal.emit` instead of `emit_signal` in Object examples ([GH-69662](https://github.com/godotengine/godot/pull/69662)). -- Document the upsides and downsides of packed arrays versus typed arrays ([GH-78257](https://github.com/godotengine/godot/pull/78257)). -- Update typed arrays documentation ([GH-79075](https://github.com/godotengine/godot/pull/79075)). -- Clarify `Tween.set_parallel()` ([GH-79758](https://github.com/godotengine/godot/pull/79758)). -- Clarify that `Callable` will not be encoded with `var_to_bytes` ([GH-79813](https://github.com/godotengine/godot/pull/79813)). -- Clarify when to construct a StringName ahead of time ([GH-79815](https://github.com/godotengine/godot/pull/79815)). -- Explain which nodes receive `NOTIFICATION_WM_SIZE_CHANGED` ([GH-80094](https://github.com/godotengine/godot/pull/80094)). -- Fix physics server force integration docs ([GH-80166](https://github.com/godotengine/godot/pull/80166)). -- Overhaul NodePath documentation ([GH-80183](https://github.com/godotengine/godot/pull/80183)). -- Overhaul OS documentation ([GH-80282](https://github.com/godotengine/godot/pull/80282)). -- Overhaul Engine singleton documentation ([GH-80372](https://github.com/godotengine/godot/pull/80372)). -- Make RST docs consistent with Editor Help docs ([GH-80690](https://github.com/godotengine/godot/pull/80690)). -- Improve docs on how ParallaxLayer mirroring works ([GH-80896](https://github.com/godotengine/godot/pull/80896)). -- Clarify `PackedByteArray.decompress*` limitations with external data ([GH-81689](https://github.com/godotengine/godot/pull/81689)). -- Tweaks to ViewportTexture's Documentation ([GH-81864](https://github.com/godotengine/godot/pull/81864)). -- Document worker thread pool project settings and `TreeItem.uncollapse_tree()` ([GH-82376](https://github.com/godotengine/godot/pull/82376)). -- Clarify some descriptions regarding resource cache ([GH-82884](https://github.com/godotengine/godot/pull/82884)). -- Improve Node's documentation on `process_mode` related members/methods ([GH-82889](https://github.com/godotengine/godot/pull/82889)). -- Rewrite docs for physics damping project settings ([GH-82950](https://github.com/godotengine/godot/pull/82950)). -- Document Bounce = 1.0 not being sufficient for infinite energy conservation ([GH-82968](https://github.com/godotengine/godot/pull/82968)). -- Clarify that some `ParticleProcessMaterial` properties have effect over the lifetime ([GH-83606](https://github.com/godotengine/godot/pull/83606)). -- Clarify emitting behavior of GPU particles ([GH-83622](https://github.com/godotengine/godot/pull/83622)). -- Expanded documentation for vector slide and project ([GH-83691](https://github.com/godotengine/godot/pull/83691)). -- Add instructions to get shape of `RayCast2D/3D` ([GH-83735](https://github.com/godotengine/godot/pull/83735)). -- Improve and clarify texture filtering documentation ([GH-83907](https://github.com/godotengine/godot/pull/83907)). -- Clarify behavior of RayCast when `get_collision_point()` is used inside a collision shape ([GH-84085](https://github.com/godotengine/godot/pull/84085)). -- Complete the docs for Quaternion ([GH-84140](https://github.com/godotengine/godot/pull/84140)). -- Add details about `AudioEffectCapture.clear_buffer()` and `get_buffer()` ([GH-84584](https://github.com/godotengine/godot/pull/84584)). -- Avoid punning enum names in documentation ([GH-84652](https://github.com/godotengine/godot/pull/84652)). -- Clarify that `@GlobalScope.clamp` does not do component-wise clamping ([GH-84656](https://github.com/godotengine/godot/pull/84656)). -- Add performance note to `Array.resize()` ([GH-84666](https://github.com/godotengine/godot/pull/84666)). -- Add description to `AnimationNodeStateMachine.replace_node` ([GH-84734](https://github.com/godotengine/godot/pull/84734)). -- Document changing the window's resizable status at runtime ([GH-84886](https://github.com/godotengine/godot/pull/84886)). -- Update WorkerThreadPool doc to mention every task should be waited so that any allocated resources can be cleaned up ([GH-84926](https://github.com/godotengine/godot/pull/84926)). -- Fix example in `NodePath.get_name()` documentation ([GH-85240](https://github.com/godotengine/godot/pull/85240)). -- Add descriptions to all RDUniform methods ([GH-85336](https://github.com/godotengine/godot/pull/85336)). -- Improve documentation for dynamic properties ([GH-85450](https://github.com/godotengine/godot/pull/85450)). -- Clarify difference between Capture and Record audio effects ([GH-85468](https://github.com/godotengine/godot/pull/85468)). -- Fix documentation for `icon_and_font_color` editor setting ([GH-85491](https://github.com/godotengine/godot/pull/85491)). -- Fix the documentation of `Bone2D::apply_rest` ([GH-85503](https://github.com/godotengine/godot/pull/85503)). -- Improve documentation for `CameraAttributesPhysical.exposure_shutter_speed` ([GH-85599](https://github.com/godotengine/godot/pull/85599)). -- Explain parameter usage in GPUParticles3D and GPUParticles2D ([GH-85717](https://github.com/godotengine/godot/pull/85717)). -- Clarify Shapecast safe/unsafe fraction difference in class reference ([GH-85839](https://github.com/godotengine/godot/pull/85839)). -- Fix missing heading in translated online class reference ([GH-85877](https://github.com/godotengine/godot/pull/85877)). -- Document `AudioServer.playback_speed_scale` in `Engine.time_scale` ([GH-86071](https://github.com/godotengine/godot/pull/86071)). -- Update the description of the method `get_connection_list` in GraphEdit ([GH-86161](https://github.com/godotengine/godot/pull/86161)). -- Add description for rendering/limits/spatial_indexer/threaded_cull_minimum_instances ([GH-86246](https://github.com/godotengine/godot/pull/86246)). -- Add descriptions to remaining properties of RDSamplerState ([GH-86273](https://github.com/godotengine/godot/pull/86273)). -- Remove pointer to deprecated class page from Skeleton3D ([GH-86326](https://github.com/godotengine/godot/pull/86326)). -- Improve RichTextLabel `install_effect()` documentation ([GH-86331](https://github.com/godotengine/godot/pull/86331)). -- Add note that a large value for `Label.outline_size` is not recommended ([GH-86345](https://github.com/godotengine/godot/pull/86345)). -- Clarify doc: `Node.get_child` returns null for invalid index ([GH-86349](https://github.com/godotengine/godot/pull/86349)). -- Fix various typos in documentation ([GH-86549](https://github.com/godotengine/godot/pull/86549)). -- Fix several reported issues in String's documentation ([GH-86639](https://github.com/godotengine/godot/pull/86639)). -- Correct C# syntax in `_validate_property` example for the Object class ([GH-86649](https://github.com/godotengine/godot/pull/86649)). -- Add code examples to Basis' documentation ([GH-86664](https://github.com/godotengine/godot/pull/86664)). -- Link to mentioned articles in the docs instead of just naming them ([GH-86666](https://github.com/godotengine/godot/pull/86666)). -- Fix incorrect VehicleWheel3D Roll Influence description ([GH-86672](https://github.com/godotengine/godot/pull/86672)). -- Update `get_image` doc to mention that it will return an empty image with invalid texture ([GH-86685](https://github.com/godotengine/godot/pull/86685)). -- Improve all documentation about MIDI support ([GH-86693](https://github.com/godotengine/godot/pull/86693)). -- Add C# examples in `Basis.xml` ([GH-86742](https://github.com/godotengine/godot/pull/86742)). -- Fix various typos in documentation ([GH-86820](https://github.com/godotengine/godot/pull/86820)). -- Add documentation to JavaClass & JavaClassWrapper ([GH-86839](https://github.com/godotengine/godot/pull/86839)). -- Specify how CanvasTexture does not work in 3D ([GH-86848](https://github.com/godotengine/godot/pull/86848)). -- Add a few notes to Sprite3D's documentation ([GH-86872](https://github.com/godotengine/godot/pull/86872)). -- Add missing descriptions to TextServer's constants ([GH-86895](https://github.com/godotengine/godot/pull/86895)). -- Post-merge fixes to Node & OS documentation ([GH-86903](https://github.com/godotengine/godot/pull/86903)). -- Fill the documentation of a few overlooked classes ([GH-86927](https://github.com/godotengine/godot/pull/86927)). -- Add missing documentation for AudioStream & AudioStreamPlayback ([GH-86958](https://github.com/godotengine/godot/pull/86958)). -- Add class reference documentation for GDExtension & GDExtensionManager ([GH-86968](https://github.com/godotengine/godot/pull/86968)). -- Add documentation to EditorExportPlatformWeb ([GH-86977](https://github.com/godotengine/godot/pull/86977)). -- Add missing documentation to Viewport ([GH-86994](https://github.com/godotengine/godot/pull/86994)). -- Add missing descriptions for Image's documentation ([GH-86997](https://github.com/godotengine/godot/pull/86997)). -- Add missing descriptions to PrimitiveMesh and SoftBody3D ([GH-87011](https://github.com/godotengine/godot/pull/87011)). -- Add documentation to PhysicsServer2DExtension ([GH-87018](https://github.com/godotengine/godot/pull/87018)). -- Mention `CollisionPolygon2D.polygon` is local to the given CollisionPolygon2D ([GH-87024](https://github.com/godotengine/godot/pull/87024)). -- Add documentation to PhysicsDirectBodyState2DExtension ([GH-87030](https://github.com/godotengine/godot/pull/87030)). -- Add miscellaneous documentation to some classes ([GH-87042](https://github.com/godotengine/godot/pull/87042)). -- Add missing descriptions to remaining signals ([GH-87047](https://github.com/godotengine/godot/pull/87047)). -- Add descriptions to a few RenderingDevice's PipelineDynamicStateFlags ([GH-87082](https://github.com/godotengine/godot/pull/87082)). -- Overhaul AABB's documentation ([GH-87114](https://github.com/godotengine/godot/pull/87114)). -- Add descriptions to the remaining properties of RDPipelineDepthStencilState ([GH-87156](https://github.com/godotengine/godot/pull/87156)). -- Overhaul Basis' documentation ([GH-87175](https://github.com/godotengine/godot/pull/87175)). -- Include `animation.length` in Animation example ([GH-87180](https://github.com/godotengine/godot/pull/87180)). -- Overhaul Quaternion documentation ([GH-87181](https://github.com/godotengine/godot/pull/87181)). -- Replace some "uncommon" words in class reference ([GH-87223](https://github.com/godotengine/godot/pull/87223)). -- Add missing descriptions for SliderJoint3D's `param` methods ([GH-87244](https://github.com/godotengine/godot/pull/87244)). -- Add "missing description" tag to constant & enum documentation ([GH-87259](https://github.com/godotengine/godot/pull/87259)). -- Overhaul Transform3D documentation ([GH-87334](https://github.com/godotengine/godot/pull/87334)). -- Document bone list for SkeletonProfileHumanoid ([GH-87372](https://github.com/godotengine/godot/pull/87372)). -- Use latest doc version in issue template ([GH-87409](https://github.com/godotengine/godot/pull/87409)). -- Tweak Timer documentation ([GH-87436](https://github.com/godotengine/godot/pull/87436)). -- Tweak XROrigin3D documentation ([GH-87444](https://github.com/godotengine/godot/pull/87444)). -- Clarify sizing of main screen plugins ([GH-87445](https://github.com/godotengine/godot/pull/87445)). -- Tweak Joint2D and Joint3D documentation for consistency ([GH-87446](https://github.com/godotengine/godot/pull/87446)). -- Fix several minor class reference issues ([GH-87523](https://github.com/godotengine/godot/pull/87523)). -- Modify display and documentation of attenuation for Light3D ([GH-87583](https://github.com/godotengine/godot/pull/87583)). -- Mention Multiplayer.`get_remote_sender_id`'s 0 after await ([GH-87610](https://github.com/godotengine/godot/pull/87610)). -- Mention and deprecate InputEventJoypadButton's pressure ([GH-87676](https://github.com/godotengine/godot/pull/87676)). -- Add descriptions to the remaining properties of RDPipelineRasterizationState ([GH-87768](https://github.com/godotengine/godot/pull/87768)). -- Minor fix in DisplayServer docs to include Linux & Windows in `FEATURE_NATIVE_DIALOG` ([GH-87913](https://github.com/godotengine/godot/pull/87913)). -- Fix inverted link in docs ([GH-87951](https://github.com/godotengine/godot/pull/87951)). -- Remove duplicate `ARRAY_CUSTOM_RGBA8_UNORM` ref in Mesh docs ([GH-87973](https://github.com/godotengine/godot/pull/87973)). -- Document `OS.execute()` limitations on Android ([GH-87983](https://github.com/godotengine/godot/pull/87983)). -- Fix docs for Color class regarding bits per component ([GH-87985](https://github.com/godotengine/godot/pull/87985)). -- Improve documentation on Android package unique name ([GH-88024](https://github.com/godotengine/godot/pull/88024)). -- Document initial position project settings not affecting run from editor ([GH-88040](https://github.com/godotengine/godot/pull/88040)). -- Document using RichTextLabel's `meta_clicked` to handle clickable URLs ([GH-88255](https://github.com/godotengine/godot/pull/88255)). -- Fix type-o in `OpenXRAPIExtension` docs for `is_environment_blend_mode_alpha_supported()` ([GH-88298](https://github.com/godotengine/godot/pull/88298)). -- Treat deprecated/experimental members as documented ([GH-88401](https://github.com/godotengine/godot/pull/88401)). -- Update many Deprecated/Experimental descriptions for consistency ([GH-88443](https://github.com/godotengine/godot/pull/88443)). -- Fix function description for `Font.get_char_size()` ([GH-88444](https://github.com/godotengine/godot/pull/88444)). -- Fix some leftover references to `hint_albedo` in docs ([GH-88503](https://github.com/godotengine/godot/pull/88503)). -- Fix "dimensionnal" typo ([GH-88559](https://github.com/godotengine/godot/pull/88559)). -- Clarify that `is_pixel_opaque` function gets position in local coordinates ([GH-88593](https://github.com/godotengine/godot/pull/88593)). -- C#: Document that MainLoop needs to be registered in the global class ([GH-88635](https://github.com/godotengine/godot/pull/88635)). -- Add keywords to improve search in the class reference ([GH-88641](https://github.com/godotengine/godot/pull/88641)). -- Docs: Fix some experimental/deprecated hints ([GH-88708](https://github.com/godotengine/godot/pull/88708)). -- Clarify behavior of opening a new file in `FileAccess` ([GH-88758](https://github.com/godotengine/godot/pull/88758)). -- Doc: Fix GDScript casing of `String.num_scientific` ([GH-88767](https://github.com/godotengine/godot/pull/88767)). -- Document that `parse_input_event` doesn't influence the OS ([GH-88810](https://github.com/godotengine/godot/pull/88810)). -- Add necessary elaboration to documentation for `Node3D::get_parent_node_3d` ([GH-88841](https://github.com/godotengine/godot/pull/88841)). -- Explain gutter types in the TextEdit documentation ([GH-88875](https://github.com/godotengine/godot/pull/88875)). -- Clarify C# Color opacity comment ([GH-88909](https://github.com/godotengine/godot/pull/88909)). -- Doc: Fix some incorrect uses of "children" ([GH-88920](https://github.com/godotengine/godot/pull/88920)). -- RTL: Clarify that line, paragraph, and character numbers are zero-indexed ([GH-88956](https://github.com/godotengine/godot/pull/88956)). -- Doc: Clarify some details about deferred calls ([GH-88961](https://github.com/godotengine/godot/pull/88961)). -- Move `rendering/2d/snap/snap_2d_vertices_to_pixel` setting to advanced view ([GH-88963](https://github.com/godotengine/godot/pull/88963)). -- Overhaul some "uncommon" wording in class reference ([GH-89036](https://github.com/godotengine/godot/pull/89036)). -- Document environment glow restrictions in the Compatibility rendering method ([GH-89059](https://github.com/godotengine/godot/pull/89059)). -- [C#] Fix typo in `Color` documentation ([GH-89092](https://github.com/godotengine/godot/pull/89092)). -- Fix documentation of `XMLParser::get_node_name()` ([GH-89141](https://github.com/godotengine/godot/pull/89141)). -- Class reference: Improve TileMap `get_cell_atlas_coords` documentation ([GH-89146](https://github.com/godotengine/godot/pull/89146)). -- Address a few issues in Transform3D documentation ([GH-89147](https://github.com/godotengine/godot/pull/89147)). -- Update file dialog filter documentation ([GH-89150](https://github.com/godotengine/godot/pull/89150)). -- Docs: [C#] Use `PropertyName` constants in more places ([GH-89246](https://github.com/godotengine/godot/pull/89246)). -- Doc: Clarify `bsearch(_custom)` behavior ([GH-89280](https://github.com/godotengine/godot/pull/89280)). -- Reduce indentation in `XRInterface` class document example code ([GH-89282](https://github.com/godotengine/godot/pull/89282)). -- Use `[codeblock lang=text]` more often in class reference ([GH-89316](https://github.com/godotengine/godot/pull/89316)). -- Add keywords to `PhysicsBody{2D,3D}.test_move()` for easier discoverability ([GH-89318](https://github.com/godotengine/godot/pull/89318)). -- Fix RST generation for `[codeblock lang=text]` ([GH-89380](https://github.com/godotengine/godot/pull/89380)). -- Doc: Fix some incorrect uses of `a/an` ([GH-89444](https://github.com/godotengine/godot/pull/89444)). -- Doc: Clarify description for `get_unix_time_from_system` on UTC ([GH-89454](https://github.com/godotengine/godot/pull/89454)). -- Fix description of touch input position ([GH-89509](https://github.com/godotengine/godot/pull/89509)). -- Doc: Fix Parallax2D use of closer/further ([GH-89590](https://github.com/godotengine/godot/pull/89590)). -- Doc: Clarify behavior of `String.format` with keys in replacements ([GH-89608](https://github.com/godotengine/godot/pull/89608)). -- Fix documentation for receiving light from light probes ([GH-89699](https://github.com/godotengine/godot/pull/89699)). -- Doc: Fix casing of some C# names ([GH-89710](https://github.com/godotengine/godot/pull/89710)). -- Improve some notification and translation docs ([GH-89815](https://github.com/godotengine/godot/pull/89815)). -- Add reference to InputEventJoypadButton in `_shortcut_input` doc ([GH-89838](https://github.com/godotengine/godot/pull/89838)). -- Fix wrong return type mention in `AStarGrid2D` docs ([GH-89862](https://github.com/godotengine/godot/pull/89862)). -- Doc: Document loading behavior with relative paths ([GH-90039](https://github.com/godotengine/godot/pull/90039)). -- Doc: Clarify the behavior of `Vector2/3.cross` and mention parallel vectors ([GH-90072](https://github.com/godotengine/godot/pull/90072)). -- Fix small error in Variant doc ([GH-90088](https://github.com/godotengine/godot/pull/90088)). -- Doc: Improve description of `y_sort_enabled` ([GH-90096](https://github.com/godotengine/godot/pull/90096)). -- Clarify `UndoRedo` `MergeMode` and `add_*_reference` docs ([GH-90263](https://github.com/godotengine/godot/pull/90263)). -- Update the location of editor theme ([GH-90307](https://github.com/godotengine/godot/pull/90307)). -- Update links to outdated asset library demos ([GH-90310](https://github.com/godotengine/godot/pull/90310)). -- Doc: Add hint for required ios camera plugin in CameraServer documentation ([GH-90389](https://github.com/godotengine/godot/pull/90389)). -- Fix `RenderingServer.instance_set_transform` docs saying it's not global ([GH-90396](https://github.com/godotengine/godot/pull/90396)). -- Document Area3D wind properties only affecting SoftBody3D ([GH-90407](https://github.com/godotengine/godot/pull/90407)). -- Surface normals are not the same thing as collision normals for `move_and_slide()` ([GH-90460](https://github.com/godotengine/godot/pull/90460)). -- Improve `custom_minimum_size` description ([GH-90521](https://github.com/godotengine/godot/pull/90521)). -- Doc: Fix incorrect reference to `input_pickable` ([GH-90622](https://github.com/godotengine/godot/pull/90622)). -- Doc: Clarify behavior of `FileAccess.get_line` ([GH-90766](https://github.com/godotengine/godot/pull/90766)). -- Update outdated `low_processor_usage_mode` doc ([GH-90785](https://github.com/godotengine/godot/pull/90785)). -- Remove experimental flag from `remove_user_signal()` ([GH-90862](https://github.com/godotengine/godot/pull/90862)). -- Correct AnimationNode documentation where it mentions multiple inputs ([GH-90962](https://github.com/godotengine/godot/pull/90962)). -- Clarify docs for ParticleProcessMaterial `emission_box_extents` ([GH-90967](https://github.com/godotengine/godot/pull/90967)). -- Fix incorrect C# in `OS.get_cmdline_args` docs ([GH-90985](https://github.com/godotengine/godot/pull/90985)). -- Document AudioEffectSpectrumAnalyzerInstance, clarify relationship with AudioEffectSpectrumAnalyzer ([GH-91034](https://github.com/godotengine/godot/pull/91034)). -- Clarify transform inheritance of CanvasItem nodes ([GH-91110](https://github.com/godotengine/godot/pull/91110)). -- Fix syntax error in `camera_attributes_set_exposure` documentation ([GH-91129](https://github.com/godotengine/godot/pull/91129)). -- Docs: Fix FileAccess example conflicting with global scope `load` ([GH-91189](https://github.com/godotengine/godot/pull/91189)). -- Fix documentation typo that flipped the description of `window_set_max_size` and `window_set_min_size` ([GH-91234](https://github.com/godotengine/godot/pull/91234)). -- Make it clear `Node2D.look_at()` aligns the +X axis ([GH-91293](https://github.com/godotengine/godot/pull/91293)). -- Mention ProjectSettings won't be affected by `convert_text_resources_to_binary` ([GH-91300](https://github.com/godotengine/godot/pull/91300)). -- Update Variant documentation comment about `class_name` ([GH-91313](https://github.com/godotengine/godot/pull/91313)). -- Document 0, 90, 180, and 270 degree TileMap cell rotations ([GH-91330](https://github.com/godotengine/godot/pull/91330)). -- Update CryptoKey documentation to mention ECC ([GH-91348](https://github.com/godotengine/godot/pull/91348)). -- Update the description and parameter name for Vector3 reflect to correct how the plane is constructed ([GH-91376](https://github.com/godotengine/godot/pull/91376)). -- Remove text saying low processor mode only works on desktop ([GH-91393](https://github.com/godotengine/godot/pull/91393)). -- Minor `PackedScene` documentation improvements ([GH-91415](https://github.com/godotengine/godot/pull/91415)). -- Fix outdated `AudioEffectSpectrumAnalyzer` documentation ([GH-91423](https://github.com/godotengine/godot/pull/91423)). -- Fix incorrect example in the documentation for the `expand` method in `Rect2` ([GH-91446](https://github.com/godotengine/godot/pull/91446)). -- Class reference: Add self-links to methods, properties, etc ([GH-91537](https://github.com/godotengine/godot/pull/91537)). -- Add notes in Object documentation about TranslationServer methods ([GH-91544](https://github.com/godotengine/godot/pull/91544)). -- Update ResourceLoader docs to clarify behavior when no file is found during load call ([GH-91571](https://github.com/godotengine/godot/pull/91571)). -- Update `area_create` description in `PhysicsServer2D/3D` to clear up possible confusions ([GH-91581](https://github.com/godotengine/godot/pull/91581)). -- Add docs note about remap returning undefined when istart == istop ([GH-91615](https://github.com/godotengine/godot/pull/91615)). -- Add missing bone name return information ([GH-91658](https://github.com/godotengine/godot/pull/91658)). -- Doc: Update Crypto example ([GH-91761](https://github.com/godotengine/godot/pull/91761)). -- Fix a typo in the GridMap docs ([GH-91917](https://github.com/godotengine/godot/pull/91917)). -- Fix hashing context example ([GH-91920](https://github.com/godotengine/godot/pull/91920)). -- TextServer: Add notes about high level text/font classes and getting active server instance ([GH-91974](https://github.com/godotengine/godot/pull/91974)). -- Improve documentation on TreeItem's cell modes ([GH-92112](https://github.com/godotengine/godot/pull/92112)). -- Fix example for Basis * Vector3 in documentation ([GH-92117](https://github.com/godotengine/godot/pull/92117)). -- Clarify `is_polygon_clockwise()` coordinate system ([GH-92154](https://github.com/godotengine/godot/pull/92154)). -- Fix confusing descriptions of ConfirmationDialog ([GH-92242](https://github.com/godotengine/godot/pull/92242)). -- Explain `add_to_end` parameter of `add_property_editor()` ([GH-92272](https://github.com/godotengine/godot/pull/92272)). -- Clarify `velocity_computed` signal description ([GH-92293](https://github.com/godotengine/godot/pull/92293)). -- Fix outdated `vsync_mode` project setting documentation ([GH-92363](https://github.com/godotengine/godot/pull/92363)). -- Improve `Mesh` class description ([GH-92380](https://github.com/godotengine/godot/pull/92380)). -- Improve description of `find_item_by_name()` method in `MeshLibrary` class documentation ([GH-92416](https://github.com/godotengine/godot/pull/92416)). -- Fix `PhysicsMaterial` description being limited to 3D ([GH-92451](https://github.com/godotengine/godot/pull/92451)). -- Fix Light3D BakeMode enum documentation ([GH-92456](https://github.com/godotengine/godot/pull/92456)). -- RTL: Add references to cell and column configuration methods ([GH-92508](https://github.com/godotengine/godot/pull/92508)). -- Fix mismatched parentheses in class reference ([GH-92535](https://github.com/godotengine/godot/pull/92535)). -- Improve `AudioStreamPlaylist` class reference ([GH-92674](https://github.com/godotengine/godot/pull/92674)). -- Clarify the results of `VectorN.normalized()` in the docs ([GH-92707](https://github.com/godotengine/godot/pull/92707)). -- Correct documentation for Omni and Spot light distance attenuation ([GH-92716](https://github.com/godotengine/godot/pull/92716)). -- Remove note about night sky in PhysicalSkyMaterial ([GH-92758](https://github.com/godotengine/godot/pull/92758)). -- Fix description for `Input.vibrate_handheld()` ([GH-92860](https://github.com/godotengine/godot/pull/92860)). -- Update Node docs to change iOS to Android for `NOTIFICATION_WM_GO_BACK_REQUEST` ([GH-93189](https://github.com/godotengine/godot/pull/93189)). -- Doc: Clarify the session-specific nature of `RID` and `ObjectID` ([GH-93190](https://github.com/godotengine/godot/pull/93190)). -- Fix description of `Vector2/3.dot` ([GH-93195](https://github.com/godotengine/godot/pull/93195)). -- Mention inverse of hex functions in `Color` ([GH-93218](https://github.com/godotengine/godot/pull/93218)). -- Animation: Document frame duration units in `SpriteFrames` ([GH-93233](https://github.com/godotengine/godot/pull/93233)). -- Clarify lightmap rebaking being required for LightmapProbe changes ([GH-93373](https://github.com/godotengine/godot/pull/93373)). -- Change suggestion in `CONTRIBUTING.md` to avoid spam ([GH-93468](https://github.com/godotengine/godot/pull/93468)). -- Fix incorrect text in ResourceImporterWAV description ([GH-93497](https://github.com/godotengine/godot/pull/93497)). -- Change "sample" to "stream" in AudioStreamWAV documentation ([GH-93499](https://github.com/godotengine/godot/pull/93499)). -- Add "repeat" keyword alias for InputEvent "echo" in the class reference ([GH-93562](https://github.com/godotengine/godot/pull/93562)). -- Clarify word separator docs about shortcuts ([GH-93665](https://github.com/godotengine/godot/pull/93665)). -- Update note regarding 3D MSAA and foveated rendering ([GH-93685](https://github.com/godotengine/godot/pull/93685)). -- GraphEdit: Add a note about the behavior of `get_children()` ([GH-93732](https://github.com/godotengine/godot/pull/93732)). -- Fix asset pipeline coordinate systems doc url ([GH-93770](https://github.com/godotengine/godot/pull/93770)). -- Fix "icon" parameter in EditorPlugin.add_custom_type is not optional but doc says it is ([GH-93777](https://github.com/godotengine/godot/pull/93777)). -- Doc: Fix inverted Y position description of y-sorting ([GH-93804](https://github.com/godotengine/godot/pull/93804)). -- Fix info about global library in `add_animation_library` method docs ([GH-93818](https://github.com/godotengine/godot/pull/93818)). -- Update documentation for new `EditorExportPlugin` behavior ([GH-93820](https://github.com/godotengine/godot/pull/93820)). -- Fix AnimationMixer docs example code for `get_root_motion_rotation_accumulator` ([GH-93855](https://github.com/godotengine/godot/pull/93855)). -- Clarify that the `Mesh.ARRAY_NORMAL` array will normalize its contents internally ([GH-93872](https://github.com/godotengine/godot/pull/93872)). -- Add `:` to node properties, to differentiate them from node paths ([GH-93890](https://github.com/godotengine/godot/pull/93890)). -- Mention `timeout` unit in `ENetConnection::service` docs ([GH-93927](https://github.com/godotengine/godot/pull/93927)). -- Clarify `get_executable_path` documentation for Mac ([GH-93944](https://github.com/godotengine/godot/pull/93944)). -- Clarify that `ENetConnection`'s `create_host` and `service` must be called on client and server ([GH-93987](https://github.com/godotengine/godot/pull/93987)). -- Update docs for `Animation.track_set_path` and `AnimationMixer.root_motion_track` ([GH-94007](https://github.com/godotengine/godot/pull/94007)). -- Clarify that some exclude properties of physics query parameters are copied ([GH-94059](https://github.com/godotengine/godot/pull/94059)). -- Overhaul Transform2D documentation ([GH-94127](https://github.com/godotengine/godot/pull/94127)). -- Add `push_url` as a keyword for `push_meta` ([GH-94129](https://github.com/godotengine/godot/pull/94129)). -- Clarify that `Resource.duplicate(true)` doesn't duplicate subresources inside `Array` or `Dictionary` properties ([GH-94142](https://github.com/godotengine/godot/pull/94142)). -- Fix unclear `PROPERTY_USAGE_STORAGE`/`EDITOR` description ([GH-94155](https://github.com/godotengine/godot/pull/94155)). -- Docs: Add some notes about native file dialog limitations ([GH-94161](https://github.com/godotengine/godot/pull/94161)). -- Clean up RenderDataExtension's descriptions ([GH-94217](https://github.com/godotengine/godot/pull/94217)). -- Add a note of `loop_mode` for `custom_timeline` to the `NodeAnimation` docs ([GH-94299](https://github.com/godotengine/godot/pull/94299)). -- Clarify `clipboard_get_image()` ([GH-94325](https://github.com/godotengine/godot/pull/94325)). -- Some improvements to TileSetScenesCollectionSource docs ([GH-94329](https://github.com/godotengine/godot/pull/94329)). -- Clarify `is_visible_in_tree()` in CanvasItem ([GH-94331](https://github.com/godotengine/godot/pull/94331)). -- Fix typo in AABB docs ([GH-94389](https://github.com/godotengine/godot/pull/94389)). -- Fix texture compression descriptions in RenderingDevice docs ([GH-94393](https://github.com/godotengine/godot/pull/94393)). -- Add tutorial link to Parallax2D doc ([GH-94433](https://github.com/godotengine/godot/pull/94433)). -- Font: Fix typo in `get_supported_variation_list` example ([GH-94443](https://github.com/godotengine/godot/pull/94443)). -- Add note about `Script.has_source_code` and GDScript binary tokenization ([GH-94527](https://github.com/godotengine/godot/pull/94527)). -- Clarify documentation for `AnimationPlayer.queue` ([GH-94541](https://github.com/godotengine/godot/pull/94541)). -- Add note to `shadow_mesh` docs to warn about improper usage ([GH-94547](https://github.com/godotengine/godot/pull/94547)). -- Update link in CONTRIBUTING.md ([GH-94565](https://github.com/godotengine/godot/pull/94565)). -- Document update spinner never displaying with `--debug-canvas-item-redraw` ([GH-94702](https://github.com/godotengine/godot/pull/94702)). -- Add link to notification docs in SceneTree docs ([GH-94719](https://github.com/godotengine/godot/pull/94719)). -- Update documentation for places to receive InputEventShortcut ([GH-94745](https://github.com/godotengine/godot/pull/94745)). -- Fix typo in Array's `sort()` method description ([GH-94842](https://github.com/godotengine/godot/pull/94842)). -- Fix doc on Vector2.cs's `/` operator ([GH-94850](https://github.com/godotengine/godot/pull/94850)). -- Document alternatives to some static Color methods ([GH-94879](https://github.com/godotengine/godot/pull/94879)). -- Mention Multimesh custom data will be compressed to half in Compatibility ([GH-94942](https://github.com/godotengine/godot/pull/94942)). -- Fix type-o in `MobileVRInterface` sample code in docs: `xr` -> `use_xr` ([GH-94994](https://github.com/godotengine/godot/pull/94994)). -- Fix typo in EditorPlugin `_forward_3d_draw_over_viewport(overlay)` method example ([GH-94997](https://github.com/godotengine/godot/pull/94997)). -- Document support 3D premultiplied alpha in ResourceImporterTexture ([GH-95004](https://github.com/godotengine/godot/pull/95004)). -- Clean up English in JSON documentation ([GH-95041](https://github.com/godotengine/godot/pull/95041)). -- Fix several typos in the documentation ([GH-95046](https://github.com/godotengine/godot/pull/95046)). -- Document converting a TileMap node to TileMapLayer using the editor ([GH-95069](https://github.com/godotengine/godot/pull/95069)). -- Document expected coordinates in `PopupMenu.popup()` ([GH-95164](https://github.com/godotengine/godot/pull/95164)). -- Fix documentation of `EditorImportPlugin._Import` ([GH-95335](https://github.com/godotengine/godot/pull/95335)). -- Fix typo in EditorImportPlugin docs ([GH-95336](https://github.com/godotengine/godot/pull/95336)). -- Fix check in `Object._ValidateProperty` example ([GH-95341](https://github.com/godotengine/godot/pull/95341)). -- Clarify usage of CompositorEffect as an abstract base class ([GH-95347](https://github.com/godotengine/godot/pull/95347)). -- Incorrect reference to VisibleOnScreenEnabler3D/2D in VisibleOnScreenNotifier3D/2D documentation ([GH-95409](https://github.com/godotengine/godot/pull/95409)). -- Add Animation tutorial links to class reference by 4.3 ([GH-95434](https://github.com/godotengine/godot/pull/95434)). +- Clarify documentation for `Geometry2D.line_intersects_line` ([GH-92001](https://github.com/godotengine/godot/pull/92001)). +- EditorExportPlugin: docs: Workaround for customized texture behavior ([GH-94092](https://github.com/godotengine/godot/pull/94092)). +- Add note about alpha channels blending to `Image.blit_rect` ([GH-94326](https://github.com/godotengine/godot/pull/94326)). +- Document `_process()` and `_physics_process()` delta behavior at low FPS ([GH-94636](https://github.com/godotengine/godot/pull/94636)). +- Improve documentation on TreeItem's cell icons ([GH-95369](https://github.com/godotengine/godot/pull/95369)). +- Document shader time rollover project setting ([GH-95381](https://github.com/godotengine/godot/pull/95381)). +- Add template images to the Cubemap class documentation ([GH-95396](https://github.com/godotengine/godot/pull/95396)). +- Fix typo or unclear language in MultiplayerSpawner doc ([GH-95426](https://github.com/godotengine/godot/pull/95426)). +- Clarify `Timer.start()` documentation to match the current behavior ([GH-95485](https://github.com/godotengine/godot/pull/95485)). +- Add tutorial link in Compositor and CompositorEffect docs ([GH-95539](https://github.com/godotengine/godot/pull/95539)). +- Fix glTF capitalization in class reference ([GH-95578](https://github.com/godotengine/godot/pull/95578)). +- Minor AnimationNodeBlendSpace2D documentation fixes ([GH-95655](https://github.com/godotengine/godot/pull/95655)). +- Remove incorrect statement about TextureButton normal texture ([GH-95660](https://github.com/godotengine/godot/pull/95660)). +- Remove empty `[b]Example:[/b]` lines from the class reference ([GH-95749](https://github.com/godotengine/godot/pull/95749)). +- Fix differences between String and StringName's documentation ([GH-95758](https://github.com/godotengine/godot/pull/95758)). +- docs: Highlight lack of joystick info on majority of platforms ([GH-95760](https://github.com/godotengine/godot/pull/95760)). +- Add documentation for need for normal roughness texture conversion for CompositorEffects ([GH-95773](https://github.com/godotengine/godot/pull/95773)). +- Fix miscellaneous oddities around the class reference ([GH-95774](https://github.com/godotengine/godot/pull/95774)). +- Fix some differences between ShapeCast2D and ShapeCast3D documentation ([GH-95779](https://github.com/godotengine/godot/pull/95779)). +- Fix some invalid code in GDScript class reference ([GH-95780](https://github.com/godotengine/godot/pull/95780)). +- Add descriptions to `PolygonPathFinder` `setup` and `is_point_inside` methods ([GH-95782](https://github.com/godotengine/godot/pull/95782)). +- Docs: Update UPnP GDScript snippet to using `Signal.emit` syntax ([GH-95860](https://github.com/godotengine/godot/pull/95860)). +- Fix Curve2D incorrect sample range description ([GH-95883](https://github.com/godotengine/godot/pull/95883)). +- Add movement caveats to InputEventMouseMotion docs ([GH-95886](https://github.com/godotengine/godot/pull/95886)). +- Document that `Node.duplicate` also duplicates its children ([GH-95927](https://github.com/godotengine/godot/pull/95927)). +- Fix some C# variable types In `AStar2D/3D` Class Reference ([GH-95956](https://github.com/godotengine/godot/pull/95956)). +- Fix typo in `Array` code example ([GH-96033](https://github.com/godotengine/godot/pull/96033)). +- Doc: Clarify `is_null` methods of `Callable` and `Signal` ([GH-96066](https://github.com/godotengine/godot/pull/96066)). +- Doc: Clarify ProjectSettings `hdr_2d` description ([GH-96096](https://github.com/godotengine/godot/pull/96096)). +- Remove the 2D renderer notice from `ProjectSettings` documentation ([GH-96110](https://github.com/godotengine/godot/pull/96110)). +- Fix `Array.sort_custom` example code ([GH-96118](https://github.com/godotengine/godot/pull/96118)). +- Clarify transform data ordering in `RenderingServer.multimesh_set_buffer` ([GH-96184](https://github.com/godotengine/godot/pull/96184)). +- Fix ambiguity in `angle_difference` function documentation ([GH-96473](https://github.com/godotengine/godot/pull/96473)). +- Improve documentation of some `ItemList` signals ([GH-96548](https://github.com/godotengine/godot/pull/96548)). +- Document use of pre-calculated triangulation when drawing polygons ([GH-96556](https://github.com/godotengine/godot/pull/96556)). +- Improve documentation on Node2D transform properties such as Skew ([GH-96583](https://github.com/godotengine/godot/pull/96583)). +- Mention user should remove compute shader hint when use `set_stage_source` ([GH-96599](https://github.com/godotengine/godot/pull/96599)). +- Fix grammar in AudioStreamInteractive docs ([GH-96634](https://github.com/godotengine/godot/pull/96634)). +- Fix description of invalid values for `Theme.default_font_size` ([GH-96757](https://github.com/godotengine/godot/pull/96757)). +- Improve wording on XRPose's `name` description ([GH-96866](https://github.com/godotengine/godot/pull/96866)). +- Remove "default font" from `ResourceImporterDynamicFont` Documentation ([GH-96870](https://github.com/godotengine/godot/pull/96870)). +- Docs: Add cross-links to antialiasing project settings ([GH-96893](https://github.com/godotengine/godot/pull/96893)). +- Clarify the coordinate space for the bounding rectangle returned by `Label.get_character_bounds` ([GH-96919](https://github.com/godotengine/godot/pull/96919)). +- Docs: Add warning about sharing a syntax highlighter to `TextEdit` ([GH-96954](https://github.com/godotengine/godot/pull/96954)). +- Change "deconstructor" to "destructor" in `NOTIFICATION_PREDELETE` docs ([GH-96981](https://github.com/godotengine/godot/pull/96981)). +- Fix description of `Array.sort_custom()` ([GH-97033](https://github.com/godotengine/godot/pull/97033)). +- Document SceneMultiplayer `auth_timeout` being in seconds ([GH-97045](https://github.com/godotengine/godot/pull/97045)). +- Remove outdated note about `not` operator with String and StringName ([GH-97072](https://github.com/godotengine/godot/pull/97072)). +- Warn for potential performance issues with Auto Switch to Remote Scene Tree editor setting ([GH-97092](https://github.com/godotengine/godot/pull/97092)). +- Clarify behavior of `InputEvent.is_match` and `Shortcut.matches_event` ([GH-97106](https://github.com/godotengine/godot/pull/97106)). +- Fix typo in `string_get_character_breaks()` sample code ([GH-97141](https://github.com/godotengine/godot/pull/97141)). +- Fix typo in CompositorEffect documentation ([GH-97202](https://github.com/godotengine/godot/pull/97202)). +- Fix minor typo in EditorPlugin `remove_inspector_plugin` ([GH-97203](https://github.com/godotengine/godot/pull/97203)). +- Docs: Clarify `CanvasItem` visibility properties and signals ([GH-97223](https://github.com/godotengine/godot/pull/97223)). +- Add missing period for sentences in classref ([GH-97231](https://github.com/godotengine/godot/pull/97231)). +- Clarify docs for when toggling `button_pressed` emits `toggled` ([GH-97274](https://github.com/godotengine/godot/pull/97274)). +- Document that `OptimizedTranslation.generate()` only works in editor ([GH-97284](https://github.com/godotengine/godot/pull/97284)). +- Clarify PCK path argument in `PCKPacker.pck_start` ([GH-97286](https://github.com/godotengine/godot/pull/97286)). +- Fix a typo in make_rst.py (Packedfloat64Array -> PackedFloat64Array) ([GH-97338](https://github.com/godotengine/godot/pull/97338)). +- Add descriptions to RDVertexAttribute's properties ([GH-97346](https://github.com/godotengine/godot/pull/97346)). +- Refactor signal documentation to improve clarity ([GH-97357](https://github.com/godotengine/godot/pull/97357)). +- Clarify CanvasItem's visibility signal descriptions (followup) ([GH-97367](https://github.com/godotengine/godot/pull/97367)). +- Fix SplitContainer collapsed documentation ([GH-97373](https://github.com/godotengine/godot/pull/97373)). +- Better description for multiplayer spawner signals ([GH-97425](https://github.com/godotengine/godot/pull/97425)). +- Update notes for Color Curve members in ParticleProcessMaterial ([GH-97450](https://github.com/godotengine/godot/pull/97450)). +- Clarify when LineEdit's `text_submitted` signal is emitted ([GH-97455](https://github.com/godotengine/godot/pull/97455)). +- Docs: Add notes about glyph contour decomposition format ([GH-97514](https://github.com/godotengine/godot/pull/97514)). +- Add missing descriptions to `PhysicalBone3D` class ([GH-97609](https://github.com/godotengine/godot/pull/97609)). +- Docs: Remove duplicate words ([GH-97638](https://github.com/godotengine/godot/pull/97638)). +- Improve TextEdit and CodeEdit documentation ([GH-97656](https://github.com/godotengine/godot/pull/97656)). +- Document `Object.has_signal()` in the Signal class reference ([GH-97734](https://github.com/godotengine/godot/pull/97734)). +- Fix small typo on PackedVector2Array docs ([GH-97835](https://github.com/godotengine/godot/pull/97835)). +- Clarify that fog_aerial_perspective does not actually use sky color ([GH-97842](https://github.com/godotengine/godot/pull/97842)). +- Update Node.xml: specify that normal processing happens in tree order ([GH-97905](https://github.com/godotengine/godot/pull/97905)). +- Document non-resource file handling in FileAccess and ResourceLoader ([GH-97906](https://github.com/godotengine/godot/pull/97906)). +- Remove note about missing per-vertex-shading ([GH-97917](https://github.com/godotengine/godot/pull/97917)). +- Clarify SIMPLEX and SIMPLEX_SMOOTH types ([GH-97922](https://github.com/godotengine/godot/pull/97922)). +- Fix a documentation typo in `Control._drop_data()` C#-example ([GH-97966](https://github.com/godotengine/godot/pull/97966)). +- Fix grammar mistake in Shortcut documentation ([GH-98081](https://github.com/godotengine/godot/pull/98081)). +- Better explanation for replication interval and delta interval (MultiplayerSynchronizer) ([GH-98138](https://github.com/godotengine/godot/pull/98138)). +- Update `use_native_dialog` description in `FileDialog` ([GH-98202](https://github.com/godotengine/godot/pull/98202)). +- Fix wording in description of `store_line` and `store_string` ([GH-98238](https://github.com/godotengine/godot/pull/98238)). +- Mention native file dialogs editor setting in EditorFileDialog description ([GH-98262](https://github.com/godotengine/godot/pull/98262)). +- Add descriptions to RDTextureFormat's methods ([GH-98264](https://github.com/godotengine/godot/pull/98264)). +- Improve `_begin_customize_scenes` description ([GH-98265](https://github.com/godotengine/godot/pull/98265)). +- Fix documentation tip for `network/debug/remote_host` editor setting ([GH-98282](https://github.com/godotengine/godot/pull/98282)). +- Docs: Add link to 2D lights and shadows from CanvasModulate ([GH-98283](https://github.com/godotengine/godot/pull/98283)). +- Add missing `HTTPRequest` Result descriptions ([GH-98332](https://github.com/godotengine/godot/pull/98332)). +- Clarify `EngineDebugger` and `EditorDebugger*` documentation ([GH-98378](https://github.com/godotengine/godot/pull/98378)). +- Link to Screen-reading shaders tutorial in BackBufferCopy documentation ([GH-98421](https://github.com/godotengine/godot/pull/98421)). +- Clarify `TextEdit.is_caret_visible()` behavior in the class reference ([GH-98423](https://github.com/godotengine/godot/pull/98423)). +- Add documentation for Android immersive mode ([GH-98427](https://github.com/godotengine/godot/pull/98427)). +- Document the differences between GDScript and GlobalScope ([GH-98438](https://github.com/godotengine/godot/pull/98438)). +- AudioEffects documentation enhancements ([GH-98455](https://github.com/godotengine/godot/pull/98455)). +- Clarify tiling of AtlasTexture ([GH-98458](https://github.com/godotengine/godot/pull/98458)). +- Docs: Link to GlobalScope string methods from String class ref ([GH-98473](https://github.com/godotengine/godot/pull/98473)). +- Improve documentation on `@GlobalScope.PROPERTY_USAGE_SCRIPT_VARIABLE` ([GH-98478](https://github.com/godotengine/godot/pull/98478)). +- Docs: Link to Project Settings tutorial from ProjectSettings class ([GH-98480](https://github.com/godotengine/godot/pull/98480)). +- Fix typo in `OccluderInstance3D` documentation ([GH-98523](https://github.com/godotengine/godot/pull/98523)). +- Remove link to outdated CharFX example project ([GH-98585](https://github.com/godotengine/godot/pull/98585)). +- Improve `TileMapLayer` get surrounding cells description ([GH-98587](https://github.com/godotengine/godot/pull/98587)). +- Document exporting nested subgroups ([GH-98616](https://github.com/godotengine/godot/pull/98616)). +- Docs: Add links to project settings ([GH-98621](https://github.com/godotengine/godot/pull/98621)). +- Improve `Tween.set_ease` and `Tween.set_trans` documentation ([GH-98689](https://github.com/godotengine/godot/pull/98689)). +- Editor: Fix EditorSettings.xml docs for "ask_before_revoking_unique_name" ([GH-98742](https://github.com/godotengine/godot/pull/98742)). +- Docs: Standardize names and terms for renderers ([GH-98744](https://github.com/godotengine/godot/pull/98744)). +- Standardize terms for renderers in error strings ([GH-98747](https://github.com/godotengine/godot/pull/98747)). +- Document Timer autostart in tool scripts ([GH-98769](https://github.com/godotengine/godot/pull/98769)). +- Docs: Update TileSet to reference TileMapLayer instead of TileMap ([GH-98782](https://github.com/godotengine/godot/pull/98782)). +- Update docs for `Tween.stop` to clarify behavior ([GH-98787](https://github.com/godotengine/godot/pull/98787)). +- Docs: Add link to SpringArm3D tutorial ([GH-98828](https://github.com/godotengine/godot/pull/98828)). +- Clarify `ResourceLoader.load_threaded_get_status()` completion ratio description ([GH-98899](https://github.com/godotengine/godot/pull/98899)). +- Add note to `CanvasItem.clip_children` about nesting ([GH-98948](https://github.com/godotengine/godot/pull/98948)). +- Fix `engine_type_colors`'s description ([GH-98966](https://github.com/godotengine/godot/pull/98966)). +- Docs: Update AStar3D examples ([GH-98978](https://github.com/godotengine/godot/pull/98978)). +- Fix more miscellaneous oddities around the class reference ([GH-99002](https://github.com/godotengine/godot/pull/99002)). +- Fix interactive music docs saying it's "not implemented" ([GH-99003](https://github.com/godotengine/godot/pull/99003)). +- Add examples to PacketPeerUDP class documentation ([GH-99015](https://github.com/godotengine/godot/pull/99015)). +- Clean up more `[b]Example:[/b]` lines from the class reference ([GH-99020](https://github.com/godotengine/godot/pull/99020)). +- Fix `true` being surrounded by `[b]` tags in documentation ([GH-99038](https://github.com/godotengine/godot/pull/99038)). +- Update `Transform3D.rotated_local()` description ([GH-99075](https://github.com/godotengine/godot/pull/99075)). +- Add note about LightmapGI only baking nodes under its parent ([GH-99079](https://github.com/godotengine/godot/pull/99079)). +- Update documentation's "Prints" comments after #47502 ([GH-99081](https://github.com/godotengine/godot/pull/99081)). +- Fix untagged `true` in GLTFState's documentation ([GH-99088](https://github.com/godotengine/godot/pull/99088)). +- Fix C# boolean "Prints" comments in documentation ([GH-99089](https://github.com/godotengine/godot/pull/99089)). +- Add documentation note on Object's boolean context ([GH-99091](https://github.com/godotengine/godot/pull/99091)). +- Add notes on `DirAccess` documentation ([GH-99132](https://github.com/godotengine/godot/pull/99132)). +- Clarify effect of setting "page" parameter in ScrollBar nodes ([GH-99146](https://github.com/godotengine/godot/pull/99146)). +- Fix `format` description being different between String and StringName ([GH-99185](https://github.com/godotengine/godot/pull/99185)). +- Clarify documentation for TileSetAtlasSource `texture_region_size` ([GH-99204](https://github.com/godotengine/godot/pull/99204)). +- Describe edge cases for `DisplayServer.get_screen_from_rect()` ([GH-99212](https://github.com/godotengine/godot/pull/99212)). +- Update Z Index property location in Node2D class reference ([GH-99238](https://github.com/godotengine/godot/pull/99238)). +- Fix TODO comments in class reference ([GH-99242](https://github.com/godotengine/godot/pull/99242)). +- Add a code sample that extracts all files to ZIPReader documentation ([GH-99325](https://github.com/godotengine/godot/pull/99325)). +- Clarify Button's text clipping ([GH-99338](https://github.com/godotengine/godot/pull/99338)). +- Rewrite some `@GlobalScope` keys in documentation to use `[code]` tags ([GH-99364](https://github.com/godotengine/godot/pull/99364)). +- Fix typo in FileAccess docs ([GH-99419](https://github.com/godotengine/godot/pull/99419)). +- Suggest using `OS.has_feature` instead of the engine architecture name for bitness ([GH-99465](https://github.com/godotengine/godot/pull/99465)). +- Fix typo in AudioStream's documentation ([GH-99511](https://github.com/godotengine/godot/pull/99511)). +- Correct PackedInt64Array comparison in description ([GH-99521](https://github.com/godotengine/godot/pull/99521)). +- Fix wording in `LookAtModifier3D` docs ([GH-99533](https://github.com/godotengine/godot/pull/99533)). +- Document `radial_center_offset` bounds for `TextureProgressBar` ([GH-99584](https://github.com/godotengine/godot/pull/99584)). +- Fix example code snippets in AudioStreamGenerator.xml ([GH-99604](https://github.com/godotengine/godot/pull/99604)). +- Fix missing sign in ease function curve description ([GH-99611](https://github.com/godotengine/godot/pull/99611)). +- Docs: Update Control class to properly reflect behavior of Themes on Control Children ([GH-99620](https://github.com/godotengine/godot/pull/99620)). +- Make Transform2D/3D, Basis, and Quaternion docs more consistent ([GH-99650](https://github.com/godotengine/godot/pull/99650)). +- Update `screen_get_scale` documentation ([GH-99677](https://github.com/godotengine/godot/pull/99677)). +- Add C# examples to PropertyTweener docs ([GH-99736](https://github.com/godotengine/godot/pull/99736)). +- WebSocket: Clarify that `connect_to_url` is non-blocking ([GH-99753](https://github.com/godotengine/godot/pull/99753)). +- Update CanvasLayer 'Follow Viewport' documentation to match its behavior ([GH-99754](https://github.com/godotengine/godot/pull/99754)). +- Update `use_system_accent_color` note in EditorSettings ([GH-99827](https://github.com/godotengine/godot/pull/99827)). +- Docs: Update example from Window signal `files_dropped` ([GH-99837](https://github.com/godotengine/godot/pull/99837)). +- Remove outdated note about `BaseMaterial3D.billboard_mode` shadow issue ([GH-99841](https://github.com/godotengine/godot/pull/99841)). +- Standardize all "Prints" comments in documentation ([GH-99876](https://github.com/godotengine/godot/pull/99876)). +- Betsy: Update docs to reflect BC3 and BC5 ([GH-99900](https://github.com/godotengine/godot/pull/99900)). +- Document inverse aspect ratio convention of `Projection::get_fovy()` ([GH-99921](https://github.com/godotengine/godot/pull/99921)). +- Remove uses of implicit static typing from the documentation ([GH-99924](https://github.com/godotengine/godot/pull/99924)). +- Remove uses of static typing from the documentation ([GH-99925](https://github.com/godotengine/godot/pull/99925)). +- Fix a very slight grammatical issue ([GH-100002](https://github.com/godotengine/godot/pull/100002)). +- Clarify `limit_length()` for infinite vectors ([GH-100204](https://github.com/godotengine/godot/pull/100204)). +- Document `GPUParticles.emit_particle()` only working on Forward+ and Mobile ([GH-100369](https://github.com/godotengine/godot/pull/100369)). +- Document CameraFeed platform limitations ([GH-100449](https://github.com/godotengine/godot/pull/100449)). +- Document limitations of refraction from using screen texture ([GH-100586](https://github.com/godotengine/godot/pull/100586)). +- Remove trailing double quote from link in GLTFState class documentation ([GH-100711](https://github.com/godotengine/godot/pull/100711)). +- Mark `EditorInterface.popup_create_dialog()` as experimental ([GH-100731](https://github.com/godotengine/godot/pull/100731)). +- Update `OS.request_permission(...)` description ([GH-100785](https://github.com/godotengine/godot/pull/100785)). +- Fix docs for `EditorContextMenuPlugin.add_context_submenu_item` ([GH-100865](https://github.com/godotengine/godot/pull/100865)). +- Fix `get_meta_list` return type in description ([GH-100903](https://github.com/godotengine/godot/pull/100903)). +- Web: Clarify JavaScriptBridge callback requirements ([GH-100939](https://github.com/godotengine/godot/pull/100939)). +- Fix warning in CollisionPolygon2D documentation description ([GH-101107](https://github.com/godotengine/godot/pull/101107)). +- Document WorldBoundaryShape3D having a finite size when using Jolt Physics ([GH-101108](https://github.com/godotengine/godot/pull/101108)). +- Improve OpenGL 3 fallback documentation wording ([GH-101166](https://github.com/godotengine/godot/pull/101166)). +- Update official export templates architecture list in docs ([GH-101225](https://github.com/godotengine/godot/pull/101225)). +- Fix example in `OS.shell_open()` method documentation and add a new one ([GH-101263](https://github.com/godotengine/godot/pull/101263)). +- Add TileMap tutorials to TileMapLayer class reference ([GH-101299](https://github.com/godotengine/godot/pull/101299)). +- Fix typo in Basis `get_rotation_quaternion` doc ([GH-101330](https://github.com/godotengine/godot/pull/101330)). +- Clarify expected types in `RayCast3D` documentation ([GH-101373](https://github.com/godotengine/godot/pull/101373)). +- Fix typo in EditorDebuggerPlugin documentation ([GH-101378](https://github.com/godotengine/godot/pull/101378)). +- Fix SkeletonProfileHumanoid documentation error ([GH-101419](https://github.com/godotengine/godot/pull/101419)). +- Docs: Fix typo in `AudioStreamSynchronized` ([GH-101459](https://github.com/godotengine/godot/pull/101459)). +- Add documentation to `particles_request_process_time` ([GH-101511](https://github.com/godotengine/godot/pull/101511)). +- Fix `visibility_notifier_create` documentation ([GH-101556](https://github.com/godotengine/godot/pull/101556)). +- Add a note to `DisplayServer.get_display_safe_area()` method documentation ([GH-101567](https://github.com/godotengine/godot/pull/101567)). +- Update `InputEventWithModifiers` documentation for modifier key behavior ([GH-101620](https://github.com/godotengine/godot/pull/101620)). +- Clarify the impact of "Normal Map (RG Channels)" on texture imports ([GH-101623](https://github.com/godotengine/godot/pull/101623)). +- Fix collision normal being referred to as surface normal in PhysicsDirectSpaceState doc ([GH-101698](https://github.com/godotengine/godot/pull/101698)). +- Make `COPYRIGHT.txt` compliant with `debian/copyright` specification ([GH-101713](https://github.com/godotengine/godot/pull/101713)). +- Fix Jolt note in WorldBoundaryShape3D documentation ([GH-101836](https://github.com/godotengine/godot/pull/101836)). +- Fix URLs for Cubemap template images in documentation ([GH-101856](https://github.com/godotengine/godot/pull/101856)). +- Fix incorrect `CPUParticles2D` and `CPUParticles3D` documentation ([GH-101883](https://github.com/godotengine/godot/pull/101883)). +- Change if false to if true "Emoji and Symbols" menu is enabled ([GH-102042](https://github.com/godotengine/godot/pull/102042)). +- Documentation change from Blender directory to executable ([GH-102044](https://github.com/godotengine/godot/pull/102044)). +- Mention visibility layers and inheritance in `Node3D.is_visible_in_tree()` docs ([GH-102450](https://github.com/godotengine/godot/pull/102450)). +- Add parentheses to method links in online class reference ([GH-102567](https://github.com/godotengine/godot/pull/102567)). +- Document `CanvasItem.draw_dashed_line()`'s `dash` and `align` parameters ([GH-102675](https://github.com/godotengine/godot/pull/102675)). +- Clarify the behavior of `Control.layout_direction` in the documentation ([GH-102716](https://github.com/godotengine/godot/pull/102716)). +- Improve documentation on forcing right-to-left layout in Control ([GH-102742](https://github.com/godotengine/godot/pull/102742)). +- Fix dead links across the class reference ([GH-102773](https://github.com/godotengine/godot/pull/102773)). +- Document the valid range of tile coordinates in TileMapLayer ([GH-102776](https://github.com/godotengine/godot/pull/102776)). +- Update tonemapping docs ([GH-102820](https://github.com/godotengine/godot/pull/102820)). +- Clarify that `Vector2.angle_to` returns a signed angle ([GH-102824](https://github.com/godotengine/godot/pull/102824)). +- Fix typo in EditorTranslationParserPlugin docs ([GH-103148](https://github.com/godotengine/godot/pull/103148)). +- Document creating Texture2DArray, Cubemap and CubemapArray from code ([GH-103261](https://github.com/godotengine/godot/pull/103261)). +- Fix various typos in the class reference ([GH-103391](https://github.com/godotengine/godot/pull/103391)). #### Editor -- Add a V-Sync editor setting ([GH-48364](https://github.com/godotengine/godot/pull/48364)). -- Automatically create folder in project manager create and import ([GH-56420](https://github.com/godotengine/godot/pull/56420)). -- Display the build date in the editor and when starting the engine ([GH-59247](https://github.com/godotengine/godot/pull/59247)). -- Implement project-wide node groups ([GH-60965](https://github.com/godotengine/godot/pull/60965)). -- Fix behavior of 'Editable Children' toggle ([GH-60974](https://github.com/godotengine/godot/pull/60974)). -- Decrease the default idle parse delay in the script editor ([GH-61814](https://github.com/godotengine/godot/pull/61814)). -- Store line change in script navigation history ([GH-63515](https://github.com/godotengine/godot/pull/63515)). -- Allow to set custom feature tags for testing ([GH-63529](https://github.com/godotengine/godot/pull/63529)). -- Add a dialog to customize run instances ([GH-65753](https://github.com/godotengine/godot/pull/65753)). -- Use `check_changed_settings_in_group()` everywhere ([GH-69032](https://github.com/godotengine/godot/pull/69032)). -- Allow easily renaming multiple nodes ([GH-69087](https://github.com/godotengine/godot/pull/69087)). -- Allow loading custom ProjectSettings instance ([GH-75048](https://github.com/godotengine/godot/pull/75048)). -- Add colored margin in Inspector for arrays and dictionaries ([GH-75482](https://github.com/godotengine/godot/pull/75482)). -- Fix missing script time for some functions in profiler ([GH-75623](https://github.com/godotengine/godot/pull/75623)). -- Add automatic checking for engine updates ([GH-75916](https://github.com/godotengine/godot/pull/75916)). -- Add tooltip plugin for AudioStream ([GH-77069](https://github.com/godotengine/godot/pull/77069)). -- Cache `TreeItem`s between runs in `EditorHelpSearch` ([GH-77471](https://github.com/godotengine/godot/pull/77471)). -- Add inheriting classes to `DocTools` ([GH-77554](https://github.com/godotengine/godot/pull/77554)). -- Add a way to invalidate preview cache ([GH-77697](https://github.com/godotengine/godot/pull/77697)). -- Fix incorrect check on importing project ([GH-77832](https://github.com/godotengine/godot/pull/77832)). -- Fix custom resource icons in FileSystem ([GH-77932](https://github.com/godotengine/godot/pull/77932)). -- Allow configuring the script filename casing rule ([GH-78119](https://github.com/godotengine/godot/pull/78119)). -- Add search keywords to the class reference ([GH-78990](https://github.com/godotengine/godot/pull/78990)). -- Enable optional minimal SteamAPI integration for usage time tracking (editor only) ([GH-79126](https://github.com/godotengine/godot/pull/79126)). -- Ignore directory entries in TPZ ([GH-79374](https://github.com/godotengine/godot/pull/79374)). -- Add size check to prevent popup bigger than the screen itself ([GH-79617](https://github.com/godotengine/godot/pull/79617)). -- Load project metadata file only when needed ([GH-79785](https://github.com/godotengine/godot/pull/79785)). -- Add a way to force history for undoredo ([GH-79796](https://github.com/godotengine/godot/pull/79796)). -- Remove exp hint of a few properties ([GH-80326](https://github.com/godotengine/godot/pull/80326)). -- Rework `update_property` for array ([GH-80706](https://github.com/godotengine/godot/pull/80706)). -- Add PhysicsMaterial icon ([GH-81044](https://github.com/godotengine/godot/pull/81044)). -- Improve "Add" button consistency in Project Settings ([GH-81905](https://github.com/godotengine/godot/pull/81905)). -- Set `open_dominant_script_on_scene_change` to off by default ([GH-81906](https://github.com/godotengine/godot/pull/81906)). -- Make the search bars in the "Project Settings" dialog grab focus when they appear ([GH-82283](https://github.com/godotengine/godot/pull/82283)). -- Add support for exporting script classes without a name ([GH-82528](https://github.com/godotengine/godot/pull/82528)). -- Fix saving branch as scene saves children without owner set ([GH-82802](https://github.com/godotengine/godot/pull/82802)). -- Allow to remove signal connections using `Delete` ([GH-82821](https://github.com/godotengine/godot/pull/82821)). -- Add context support for editor property name i18n ([GH-82852](https://github.com/godotengine/godot/pull/82852)). -- Add compatibility rename of `(v)align` properties of `Label` ([GH-82894](https://github.com/godotengine/godot/pull/82894)). -- Allow Ctrl + KP / and Ctrl + # to toggle comment in the script editor ([GH-83109](https://github.com/godotengine/godot/pull/83109)). -- (Un)Fold event categories by double click ([GH-83248](https://github.com/godotengine/godot/pull/83248)). -- Fix export variable of type Node pointing to a wrong child node when duplicating ([GH-83343](https://github.com/godotengine/godot/pull/83343)). -- Allow to load multiple animation/libraries at once in the animation manager ([GH-83503](https://github.com/godotengine/godot/pull/83503)). -- Only update `EditorSceneTabs` tabs when necessary ([GH-83957](https://github.com/godotengine/godot/pull/83957)). -- Fix UV editor not showing polygon correctly ([GH-84116](https://github.com/godotengine/godot/pull/84116)). -- Fix nodes being deselected upon reparenting ([GH-84135](https://github.com/godotengine/godot/pull/84135)). -- Extract `EditorDockManager` from `EditorNode` ([GH-84193](https://github.com/godotengine/godot/pull/84193)). -- Inspector: Fix clearing array/dictionary element with `` ([GH-84237](https://github.com/godotengine/godot/pull/84237)). -- Preserve inspector focus when opening script from scene tree ([GH-84284](https://github.com/godotengine/godot/pull/84284)). -- Allow dragging editable children ([GH-84310](https://github.com/godotengine/godot/pull/84310)). -- Hide private enums from documentation ([GH-84396](https://github.com/godotengine/godot/pull/84396)). -- Disable multi-window buttons instead of hiding them when support is unavailable ([GH-84515](https://github.com/godotengine/godot/pull/84515)). -- Fix errors on file rename or move in the Filesystem Dock ([GH-84520](https://github.com/godotengine/godot/pull/84520)). -- Add tooltip for toggling favorite nodes ([GH-84619](https://github.com/godotengine/godot/pull/84619)). -- Add PropertyListHelper ([GH-84635](https://github.com/godotengine/godot/pull/84635)). -- Clarify description of "group selected" ([GH-84788](https://github.com/godotengine/godot/pull/84788)). -- Fix unlimited project option ranges that could cause crashes ([GH-84800](https://github.com/godotengine/godot/pull/84800)). -- Fix folder color not showing up in file dialogs ([GH-84837](https://github.com/godotengine/godot/pull/84837)). -- Add "Show In FileSystem" to the Scene hierarchy right-click ([GH-84882](https://github.com/godotengine/godot/pull/84882)). -- Prevent race condition on initial breakpoints from DAP ([GH-84895](https://github.com/godotengine/godot/pull/84895)). -- Do not bother with line colors if `line_number_gutter` is not yet calculated ([GH-84907](https://github.com/godotengine/godot/pull/84907)). -- Improve search/replace bar behavior ([GH-84932](https://github.com/godotengine/godot/pull/84932)). -- Add an option to center children around the new parent when reparenting ([GH-84995](https://github.com/godotengine/godot/pull/84995)). -- Fix issue with 3D scene drag and drop preview node ([GH-85087](https://github.com/godotengine/godot/pull/85087)). -- Don't abort loading when `ext_resource` is missing ([GH-85159](https://github.com/godotengine/godot/pull/85159)). -- Add further details on properties returning `Packed*Array` ([GH-85207](https://github.com/godotengine/godot/pull/85207)). -- Don't insert newline while saving ([GH-85228](https://github.com/godotengine/godot/pull/85228)). -- Use the flat button style on switches in scene and node docks ([GH-85236](https://github.com/godotengine/godot/pull/85236)). -- Use `SafeNumeric` to protect `max_index` in ImportThreadData ([GH-85295](https://github.com/godotengine/godot/pull/85295)). -- Make copy & paste params skip `resource_path` ([GH-85362](https://github.com/godotengine/godot/pull/85362)). -- Improve SceneTreeEditor usability ([GH-85386](https://github.com/godotengine/godot/pull/85386)). -- Make it possible to show code hint and code completion at the same time ([GH-85436](https://github.com/godotengine/godot/pull/85436)). -- Improve Control hiding in PluginConfigDialog ([GH-85470](https://github.com/godotengine/godot/pull/85470)). -- Update NodePaths only in built-in resources ([GH-85502](https://github.com/godotengine/godot/pull/85502)). -- Expose `Node.is_part_of_edited_scene()` ([GH-85515](https://github.com/godotengine/godot/pull/85515)). -- Fix for Cmd-B shortcut conflict on macOS ([GH-85527](https://github.com/godotengine/godot/pull/85527)). -- Fix SnapGrid is almost invisible in light theme ([GH-85585](https://github.com/godotengine/godot/pull/85585)). -- Defer creating new editor process in "Quit to Project List" just like in "Reload Current Project" ([GH-85654](https://github.com/godotengine/godot/pull/85654)). -- Mark `gui/theme/custom` and `gui/theme/custom_font` as basic properties ([GH-85660](https://github.com/godotengine/godot/pull/85660)). -- Add separate feature tags for editor runtime ([GH-85678](https://github.com/godotengine/godot/pull/85678)). -- Hide Node dock successfully on undo/redo and deletion ([GH-85686](https://github.com/godotengine/godot/pull/85686)). -- Fix theme application in various editor dialogs ([GH-85745](https://github.com/godotengine/godot/pull/85745)). -- Improve engine startup/shutdown benchmarks ([GH-85885](https://github.com/godotengine/godot/pull/85885)). -- Add a editor FileSystem dock action to open a terminal in selected folder ([GH-85923](https://github.com/godotengine/godot/pull/85923)). -- Stop the searching of `find in files` in folders that have `.gdignore` ([GH-85943](https://github.com/godotengine/godot/pull/85943)). -- Tweak Help menu icons for better visibility of commonly used items ([GH-85978](https://github.com/godotengine/godot/pull/85978)). -- Disable Add button when theme item name is empty ([GH-86044](https://github.com/godotengine/godot/pull/86044)). -- Fix "Class name cannot be empty" error when sorting no import files sort by type ([GH-86064](https://github.com/godotengine/godot/pull/86064)). -- Stop using `RTR()` inside the "editor" folder ([GH-86143](https://github.com/godotengine/godot/pull/86143)). -- Properly select the newly duplicated file ([GH-86164](https://github.com/godotengine/godot/pull/86164)). -- Fix file disappearing when renaming dependencies ([GH-86177](https://github.com/godotengine/godot/pull/86177)). -- Fix duplicating multiple nodes at different depths in `SceneTreeDock` ([GH-86211](https://github.com/godotengine/godot/pull/86211)). -- Add option to add built-in strings in the POT generation ([GH-86222](https://github.com/godotengine/godot/pull/86222)). -- Use `set_value_no_signal` in editor property code ([GH-86266](https://github.com/godotengine/godot/pull/86266)). -- Allow node visibility to work with custom user-provided node types ([GH-86268](https://github.com/godotengine/godot/pull/86268)). -- Optimize scanning routines in the project manager ([GH-86271](https://github.com/godotengine/godot/pull/86271)). -- Fix scene dock search losing its default tooltip after typing an invalid filter ([GH-86278](https://github.com/godotengine/godot/pull/86278)). -- Add input action name to window title in input map editor ([GH-86280](https://github.com/godotengine/godot/pull/86280)). -- Add hover highlight to main editor buttons ([GH-86378](https://github.com/godotengine/godot/pull/86378)). -- Strip edges of editor layout names ([GH-86386](https://github.com/godotengine/godot/pull/86386)). -- Clear sub-resources list when no sub-resource exists ([GH-86388](https://github.com/godotengine/godot/pull/86388)). -- Fix internal profiling button being visible when disabled in settings ([GH-86398](https://github.com/godotengine/godot/pull/86398)). -- Improve action name for ungroup button in Scene dock ([GH-86431](https://github.com/godotengine/godot/pull/86431)). -- Improve performance of the 'Create New Node' dialog ([GH-86447](https://github.com/godotengine/godot/pull/86447)). -- Use ObjectID's instead of node pointers to track scene groups to prevent crash ([GH-86462](https://github.com/godotengine/godot/pull/86462)). -- Store horizontal and vertical split offsets separately in FileSystem dock ([GH-86476](https://github.com/godotengine/godot/pull/86476)). -- Fix scene parser reading non-built-in scripts for POT generation ([GH-86479](https://github.com/godotengine/godot/pull/86479)). -- Improve `EditorDirDialog` ([GH-86486](https://github.com/godotengine/godot/pull/86486)). -- Improve Path2D editing ([GH-86542](https://github.com/godotengine/godot/pull/86542)). -- Project upgrade tool: Better space handling in "export" ([GH-86598](https://github.com/godotengine/godot/pull/86598)). -- Don't update tree on deselect ([GH-86605](https://github.com/godotengine/godot/pull/86605)). -- Add option for editor to follow system theme and accent colors ([GH-86610](https://github.com/godotengine/godot/pull/86610)). -- Fix possible crash (use after free) in ScriptTextEditor ([GH-86633](https://github.com/godotengine/godot/pull/86633)). -- Improved synchronization of Transforms during live debug sessions ([GH-86659](https://github.com/godotengine/godot/pull/86659)). -- Automatically add path to built-in shaders ([GH-86668](https://github.com/godotengine/godot/pull/86668)). -- Stop escaping `'` on POT generation ([GH-86669](https://github.com/godotengine/godot/pull/86669)). -- Improve saving of built-in resources ([GH-86705](https://github.com/godotengine/godot/pull/86705)). -- Removed unused code related to command palette ([GH-86723](https://github.com/godotengine/godot/pull/86723)). -- Update modified shortcuts in command palette ([GH-86727](https://github.com/godotengine/godot/pull/86727)). -- Fix missing autocompletion for inheriting classes ([GH-86729](https://github.com/godotengine/godot/pull/86729)). -- Ignore internal children when replacing node ([GH-86745](https://github.com/godotengine/godot/pull/86745)). -- Add autocompletion for ProjectSettings' methods ([GH-86758](https://github.com/godotengine/godot/pull/86758)). -- Add autocompletion for InputMap's methods ([GH-86764](https://github.com/godotengine/godot/pull/86764)). -- Allow to move FileSystem dock to bottom and drag resources across bottom docks ([GH-86765](https://github.com/godotengine/godot/pull/86765)). -- Display functions that were previously forgotten in Profiler ([GH-86772](https://github.com/godotengine/godot/pull/86772)). -- Allow opening scenes with missing scene dependency ([GH-86781](https://github.com/godotengine/godot/pull/86781)). -- Allow all editor modes to select nodes in the viewport ([GH-86804](https://github.com/godotengine/godot/pull/86804)). -- Added compatibility for Blend Mode in `Light2D`/`PointLight2D` when converting from Godot 3 to 4 ([GH-86811](https://github.com/godotengine/godot/pull/86811)). -- Parse the names of children of `TabContainer`s on POT generation ([GH-86878](https://github.com/godotengine/godot/pull/86878)). -- Add autocompletion for a few EditorInterface methods ([GH-86893](https://github.com/godotengine/godot/pull/86893)). -- A couple of enhancements to user-visible threading semantics ([GH-86957](https://github.com/godotengine/godot/pull/86957)). -- Fix missing icons for custom resources in EditorResourcePicker ([GH-86979](https://github.com/godotengine/godot/pull/86979)). -- Implement `trim_final_newlines` setting and functionality ([GH-87099](https://github.com/godotengine/godot/pull/87099)). -- Capitalize OIDN in editor settings and properties ([GH-87108](https://github.com/godotengine/godot/pull/87108)). -- Fix thumbnail disappears if FileSystemDock is floated ([GH-87121](https://github.com/godotengine/godot/pull/87121)). -- Fix icon corrupted when nested array editors are opened before opening main array editor ([GH-87143](https://github.com/godotengine/godot/pull/87143)). -- Fix reloading current scene forgetting path ([GH-87170](https://github.com/godotengine/godot/pull/87170)). -- Add tooltips to the export buttons ([GH-87183](https://github.com/godotengine/godot/pull/87183)). -- Add autocompletion for TranslationServer ([GH-87191](https://github.com/godotengine/godot/pull/87191)). -- Optimize SceneTree's `change_scene_to_file` autocompletion ([GH-87197](https://github.com/godotengine/godot/pull/87197)). -- Add support for search shortcut to all docks ([GH-87200](https://github.com/godotengine/godot/pull/87200)). -- Handle clickable `[url]` tags in `print_rich()` editor output log ([GH-87216](https://github.com/godotengine/godot/pull/87216)). -- Add color in built-in documentation for overridden properties ([GH-87255](https://github.com/godotengine/godot/pull/87255)). -- Reorganize project manager code ([GH-87266](https://github.com/godotengine/godot/pull/87266)). -- Display path in tooltips of sub-resource list ([GH-87280](https://github.com/godotengine/godot/pull/87280)). -- Improve editor theme generation after the refactor ([GH-87293](https://github.com/godotengine/godot/pull/87293)). -- Replace built-in docs codeblock's leading spaces with tabs ([GH-87301](https://github.com/godotengine/godot/pull/87301)). -- Add copy codeblock button to built-in documentation ([GH-87363](https://github.com/godotengine/godot/pull/87363)). -- Fix shortcut name consistency in SceneTreeDock ([GH-87419](https://github.com/godotengine/godot/pull/87419)). -- Improve layout and UX of the project manager ([GH-87443](https://github.com/godotengine/godot/pull/87443)). -- Fix selection regression in `EditorHelpSearch` ([GH-87476](https://github.com/godotengine/godot/pull/87476)). -- Make the text editor consistent with the script editor ([GH-87510](https://github.com/godotengine/godot/pull/87510)). -- Remove incorrect C# rename from the project converter ([GH-87533](https://github.com/godotengine/godot/pull/87533)). -- Improve appearance of Node configuration warnings ([GH-87535](https://github.com/godotengine/godot/pull/87535)). -- Fix editor will freeze when modifying filesystem filter path in Split Mode ([GH-87563](https://github.com/godotengine/godot/pull/87563)). -- Change scene drag-and-drop modifier behavior in the 2D and 3D editors ([GH-87623](https://github.com/godotengine/godot/pull/87623)). -- Generate script resource preview without parsing ([GH-87625](https://github.com/godotengine/godot/pull/87625)). -- Fix editor profiler script function sort order ([GH-87661](https://github.com/godotengine/godot/pull/87661)). -- Fix editor properties vector ratio breaking when an element is set to zero ([GH-87740](https://github.com/godotengine/godot/pull/87740)). -- Some editor code cleanup ([GH-87755](https://github.com/godotengine/godot/pull/87755)). -- Extract BottomPanel from EditorNode ([GH-87760](https://github.com/godotengine/godot/pull/87760)). -- Remove duplicated callings `set()` from SceneTreeDock ([GH-87834](https://github.com/godotengine/godot/pull/87834)). -- Remove unnecessary focus methods and directly bind to `set_close_on_escape` ([GH-87870](https://github.com/godotengine/godot/pull/87870)). -- Fix sorting of files/dirs in dialogs ([GH-87874](https://github.com/godotengine/godot/pull/87874)). -- Fix frame number underflow in visual profiler ([GH-87876](https://github.com/godotengine/godot/pull/87876)). -- Do not use `NOTIFICATION_PHYSICS_PROCESS` for 2D Editor ([GH-87886](https://github.com/godotengine/godot/pull/87886)). -- Fix `display/window/size/window_{width,height}_override` to permit `0` ([GH-87907](https://github.com/godotengine/godot/pull/87907)). -- Check if history exists before discarding ([GH-87980](https://github.com/godotengine/godot/pull/87980)). -- Refactor and fix issues in Editor Dock Manager ([GH-88003](https://github.com/godotengine/godot/pull/88003)). -- Tweak error and warning colors and fix `StatusWarning` icon visibility on light themes ([GH-88058](https://github.com/godotengine/godot/pull/88058)). -- Web: Refactor Editor web server ([GH-88063](https://github.com/godotengine/godot/pull/88063)). -- Add editor shortcuts to toggle bottom panel visibility ([GH-88081](https://github.com/godotengine/godot/pull/88081)). -- Use indeterminate progressbars for editor downloads (export templates & assets) ([GH-88084](https://github.com/godotengine/godot/pull/88084)). -- Show update spinner by default in `dev_build=yes` editor builds ([GH-88106](https://github.com/godotengine/godot/pull/88106)). -- Fix data race against `EditorFileSystem.scanning_changes_done` ([GH-88124](https://github.com/godotengine/godot/pull/88124)). -- Use `SafeFlag` for `EditorHTTPServer.server_quit` ([GH-88155](https://github.com/godotengine/godot/pull/88155)). -- Use highlighted version of the tab icon in the bottom file system dock ([GH-88191](https://github.com/godotengine/godot/pull/88191)). -- Asset Library author link, description popup size and UX details ([GH-88229](https://github.com/godotengine/godot/pull/88229)). -- Fix update property for dictionaries so that it updates only what is necessary ([GH-88231](https://github.com/godotengine/godot/pull/88231)). -- Fix an edge case bug in drag-and-drop Node3D spawning ([GH-88269](https://github.com/godotengine/godot/pull/88269)). -- Rework how script is edited when clicking icon ([GH-88288](https://github.com/godotengine/godot/pull/88288)). -- Add support for search shortcut to signal connection dialog ([GH-88317](https://github.com/godotengine/godot/pull/88317)). -- Fix skipping normal category followed by custom one ([GH-88318](https://github.com/godotengine/godot/pull/88318)). -- Focus value editor on type change in Dictionary and Array editors ([GH-88322](https://github.com/godotengine/godot/pull/88322)). -- Add const lvalue ref to `editor/*` container parameters ([GH-88368](https://github.com/godotengine/godot/pull/88368)). -- Improve look of Donors list in Editor's About ([GH-88370](https://github.com/godotengine/godot/pull/88370)). -- Move EditorNode setting registration so they are in class reference ([GH-88380](https://github.com/godotengine/godot/pull/88380)). -- Fix Skeleton3D insert key tooltips ([GH-88386](https://github.com/godotengine/godot/pull/88386)). -- Fix resource previews not created in compatibility rendering ([GH-88391](https://github.com/godotengine/godot/pull/88391)). -- Show keywords in `EditorHelpSearch` ([GH-88450](https://github.com/godotengine/godot/pull/88450)). -- Hide Search Results by default and show it on first search ([GH-88465](https://github.com/godotengine/godot/pull/88465)). -- Improve merging of docs on generation ([GH-88514](https://github.com/godotengine/godot/pull/88514)). -- Add separate program case for Godot Resources ([GH-88523](https://github.com/godotengine/godot/pull/88523)). -- Fix crash on documentation generation on macOS ([GH-88545](https://github.com/godotengine/godot/pull/88545)). -- Fix crash on changing resource type of dictionary new key/value while editing the resource ([GH-88572](https://github.com/godotengine/godot/pull/88572)). -- Add `android` to auto-generated `.gitignore` ([GH-88591](https://github.com/godotengine/godot/pull/88591)). -- Remove error when property is outside inspector ([GH-88597](https://github.com/godotengine/godot/pull/88597)). -- Improve user experience for VCS metadata generator menu button to mitigate accidentally overriding ([GH-88609](https://github.com/godotengine/godot/pull/88609)). -- Add a `h_separation` between icons in `CheckButton`/`CheckBox` ([GH-88615](https://github.com/godotengine/godot/pull/88615)). -- Dictionary Editor: Keep the type of the last added item ([GH-88636](https://github.com/godotengine/godot/pull/88636)). -- Fix editor hover style margins when Draw Extra Borders is enabled ([GH-88652](https://github.com/godotengine/godot/pull/88652)). -- Add tokenized search support to Quick Open dialog and FileSystem filter ([GH-88660](https://github.com/godotengine/godot/pull/88660)). -- Remove some redundant method calls from ScriptEditor ([GH-88675](https://github.com/godotengine/godot/pull/88675)). -- Improve Run Instances Dialog ([GH-88685](https://github.com/godotengine/godot/pull/88685)). -- Fix undo/redo behavior of ColorPicker and add ability to cancel/confirm color selection ([GH-88690](https://github.com/godotengine/godot/pull/88690)). -- Fix leak of scene used for customization during export ([GH-88726](https://github.com/godotengine/godot/pull/88726)). -- Fix removing element in array inspector not changing page when emptying page ([GH-88731](https://github.com/godotengine/godot/pull/88731)). -- Fix the text editor theme not being applied on editor start ([GH-88742](https://github.com/godotengine/godot/pull/88742)). -- Inspector `(N changes)` indicator propagates upwards ([GH-88814](https://github.com/godotengine/godot/pull/88814)). -- Fix toggling a plugin makes its name black ([GH-88817](https://github.com/godotengine/godot/pull/88817)). -- Add create folder icon ([GH-88825](https://github.com/godotengine/godot/pull/88825)). -- Add browse folder and browse file icons ([GH-88827](https://github.com/godotengine/godot/pull/88827)). -- Save scene and global checkbox options of History window ([GH-88833](https://github.com/godotengine/godot/pull/88833)). -- Fix paste Value can empty a dictionary depending on right-click location ([GH-88849](https://github.com/godotengine/godot/pull/88849)). -- Remove redundant space after enum/flags word in editor docs ([GH-88911](https://github.com/godotengine/godot/pull/88911)). -- Modify shortcut for closing scene on macOS only ([GH-88913](https://github.com/godotengine/godot/pull/88913)). -- Allow docks to be closed and opened ([GH-89017](https://github.com/godotengine/godot/pull/89017)). -- Add autocompletion for EditorSettings' methods ([GH-89043](https://github.com/godotengine/godot/pull/89043)). -- Use `META_UNDERLINE_ON_HOVER` in built-in class reference ([GH-89049](https://github.com/godotengine/godot/pull/89049)). -- Display deprecated/experimental messages in tooltips ([GH-89058](https://github.com/godotengine/godot/pull/89058)). -- Remember search text in Find/Replace in Files dialog ([GH-89085](https://github.com/godotengine/godot/pull/89085)). -- Improve how Project & Editor Settings look in built-in docs ([GH-89086](https://github.com/godotengine/godot/pull/89086)). -- Do not attempt to set cursor shape in headless mode ([GH-89099](https://github.com/godotengine/godot/pull/89099)). -- Add missing `variablesReference` field to DAP `evaluate` request ([GH-89110](https://github.com/godotengine/godot/pull/89110)). -- Fix undo action names for node replacement ([GH-89121](https://github.com/godotengine/godot/pull/89121)). -- Fix documentation of localization related editor settings ([GH-89135](https://github.com/godotengine/godot/pull/89135)). -- Change Editable Children menu action to be keyboard shortcuttable ([GH-89142](https://github.com/godotengine/godot/pull/89142)). -- Add Enter shortcut to add a shader global in the editor ([GH-89184](https://github.com/godotengine/godot/pull/89184)). -- Fix AssetLibrary not going online when clicking button ([GH-89200](https://github.com/godotengine/godot/pull/89200)). -- Fix wrong undo-redo action when dropping files containing circular dependencies ([GH-89204](https://github.com/godotengine/godot/pull/89204)). -- Don't refresh mirrors for development builds in editor export template manager ([GH-89236](https://github.com/godotengine/godot/pull/89236)). -- Add `FolderCreate` icon to the project dialog ([GH-89240](https://github.com/godotengine/godot/pull/89240)). -- Fix region section not ignoring #region and #endregion when in a string ([GH-89242](https://github.com/godotengine/godot/pull/89242)). -- Don't store values when loading them ([GH-89248](https://github.com/godotengine/godot/pull/89248)). -- Allow connecting signals to existing methods without opening the script editor ([GH-89249](https://github.com/godotengine/godot/pull/89249)). -- Speed up inspector updates for TileMap ([GH-89251](https://github.com/godotengine/godot/pull/89251)). -- Add missing normal and hover states to `EditorLogFilterButton` ([GH-89255](https://github.com/godotengine/godot/pull/89255)). -- Fix how scripts reload outside of ScriptEditor ([GH-89261](https://github.com/godotengine/godot/pull/89261)). -- Editor Help: Add syntax highlighting for code blocks ([GH-89263](https://github.com/godotengine/godot/pull/89263)). -- Move `snap_controls_to_pixels` from process to projects settings changed method ([GH-89264](https://github.com/godotengine/godot/pull/89264)). -- Fix possible crash when converting a node to other in visual shader ([GH-89292](https://github.com/godotengine/godot/pull/89292)). -- Fix ScriptCreateDialog so it does not select the file extension when it's opened ([GH-89315](https://github.com/godotengine/godot/pull/89315)). -- Fix compiler warning when highlighting codeblocks in editor help ([GH-89332](https://github.com/godotengine/godot/pull/89332)). -- Defer `ActionMapEditor::_action_edited` signal to prevent tree updates when tree is blocked ([GH-89346](https://github.com/godotengine/godot/pull/89346)). -- Fix PluginConfigDialog crash in editor build without any language support ([GH-89378](https://github.com/godotengine/godot/pull/89378)). -- Select method name edit when opening connection dialog ([GH-89405](https://github.com/godotengine/godot/pull/89405)). -- Allow batch drag and drop in typed array of Node and NodePath ([GH-89406](https://github.com/godotengine/godot/pull/89406)). -- Fix main editor button margins while using a custom theme ([GH-89462](https://github.com/godotengine/godot/pull/89462)). -- Fix some translations not properly falling back ([GH-89489](https://github.com/godotengine/godot/pull/89489)). -- Make the "Clear Output" shortcut not require panel focus ([GH-89505](https://github.com/godotengine/godot/pull/89505)). -- Remove redundant code from `EditorSpinSlider` ([GH-89518](https://github.com/godotengine/godot/pull/89518)). -- Fix translation fallback not working in the Project Manager ([GH-89519](https://github.com/godotengine/godot/pull/89519)). -- Fix FileSystem dock auto translating files ([GH-89546](https://github.com/godotengine/godot/pull/89546)). -- Fix unexpected auto translation of editor `Tree` content ([GH-89599](https://github.com/godotengine/godot/pull/89599)). -- Make "Pick Color"'s result less precise, keep only 3 decimals ([GH-89630](https://github.com/godotengine/godot/pull/89630)). -- Fix same-name (sub)groups interfering in Inspector ([GH-89631](https://github.com/godotengine/godot/pull/89631)). -- Resource file not found error when loading Favorite icon ([GH-89642](https://github.com/godotengine/godot/pull/89642)). -- Add `Open in Terminal` to the file system empty click ([GH-89658](https://github.com/godotengine/godot/pull/89658)). -- Fix text color in `EditorHelpHighlighter` ([GH-89704](https://github.com/godotengine/godot/pull/89704)). -- Add progress bar when updating scene groups ([GH-89739](https://github.com/godotengine/godot/pull/89739)). -- Remove stray item icon from tabs menu ([GH-89747](https://github.com/godotengine/godot/pull/89747)). -- Make project naming setting available in project manager ([GH-89788](https://github.com/godotengine/godot/pull/89788)). -- Disable Clear All button when not filtering in Settings ([GH-89798](https://github.com/godotengine/godot/pull/89798)). -- Translate "Line N" as a whole ([GH-89799](https://github.com/godotengine/godot/pull/89799)). -- Fix heap-use-after-free when converting scene group to global ([GH-89801](https://github.com/godotengine/godot/pull/89801)). -- Add necessary flags when opening directory with xfce4-terminal ([GH-89803](https://github.com/godotengine/godot/pull/89803)). -- Disable shader editor's undo/redo menu items when they do nothing ([GH-89806](https://github.com/godotengine/godot/pull/89806)). -- Don't error multiple times when trying to load missing default bus layout ([GH-89808](https://github.com/godotengine/godot/pull/89808)). -- Fix missing i18n for some editor strings ([GH-89811](https://github.com/godotengine/godot/pull/89811)). -- macOS: Use `expand_to_title` for the project manager ([GH-89831](https://github.com/godotengine/godot/pull/89831)). -- Extremely minor tooltip updates for Debug menu ([GH-89837](https://github.com/godotengine/godot/pull/89837)). -- Fix wrong values displayed after duplicating an audio bus ([GH-89841](https://github.com/godotengine/godot/pull/89841)). -- Improve replication editor's pin button ([GH-89883](https://github.com/godotengine/godot/pull/89883)). -- Fix wrong extension filter for dependency editor ([GH-89912](https://github.com/godotengine/godot/pull/89912)). -- Disable auto-translation in sub-resource list menu ([GH-89915](https://github.com/godotengine/godot/pull/89915)). -- Refactor check for overridden methods in inner classes ([GH-89922](https://github.com/godotengine/godot/pull/89922)). -- Relax grid parameter constraints in texture region editor ([GH-89931](https://github.com/godotengine/godot/pull/89931)). -- Fix unexpected auto-translation of more editor components ([GH-89963](https://github.com/godotengine/godot/pull/89963)). -- Reset `tab_closing_menu_option` when canceling closing editor ([GH-89974](https://github.com/godotengine/godot/pull/89974)). -- Disable auto-translation of titles in `AssetLib` ([GH-89978](https://github.com/godotengine/godot/pull/89978)). -- Fix node duplication in update after external changes ([GH-89992](https://github.com/godotengine/godot/pull/89992)). -- Fix debugger tree error on editor start ([GH-90022](https://github.com/godotengine/godot/pull/90022)). -- Fix scroll to description ([GH-90035](https://github.com/godotengine/godot/pull/90035)). -- Fix FileSystemDock behavior when dropping an item in the current folder ([GH-90062](https://github.com/godotengine/godot/pull/90062)). -- Include 'Orphan Resource Explorer' and 'Upgrade Mesh Surfaces' in Command Palette ([GH-90078](https://github.com/godotengine/godot/pull/90078)). -- [Project Manager] Replace title bar logo with color variant ([GH-90080](https://github.com/godotengine/godot/pull/90080)). -- Improve string extraction of ETR POT file ([GH-90162](https://github.com/godotengine/godot/pull/90162)). -- Expose `goto_help` for GDExtension on `ScriptEditor` ([GH-90189](https://github.com/godotengine/godot/pull/90189)). -- Fix crash on invalid values in EditorPropertyArray/Dict ([GH-90265](https://github.com/godotengine/godot/pull/90265)). -- SceneTreeEditor: Fix crash when TreeItem is removed before callback ([GH-90266](https://github.com/godotengine/godot/pull/90266)). -- Ignore `ERR_FILE_CANT_OPEN` error when loading ([GH-90269](https://github.com/godotengine/godot/pull/90269)). -- Prevent dropping Resource to the same resource picker ([GH-90278](https://github.com/godotengine/godot/pull/90278)). -- Fix duplicated folder reference in Godot Editor after changing filename case ([GH-90280](https://github.com/godotengine/godot/pull/90280)). -- Inspect hovered node while dragging ([GH-90378](https://github.com/godotengine/godot/pull/90378)). -- Fix `_node_assign` will crash when `base_node` is nullptr ([GH-90414](https://github.com/godotengine/godot/pull/90414)). -- Add option to copy absolute path in file system dock popup ([GH-90421](https://github.com/godotengine/godot/pull/90421)). -- Correctly replace scene root when `must_reload` in `EditorData::check_and_update_scene()` ([GH-90432](https://github.com/godotengine/godot/pull/90432)). -- Move engine build profile editor to Tools submenu ([GH-90441](https://github.com/godotengine/godot/pull/90441)). -- Fix `theme_override` tooltip caching ([GH-90446](https://github.com/godotengine/godot/pull/90446)). -- Fix caret last fit when moving to line end ([GH-90455](https://github.com/godotengine/godot/pull/90455)). -- Fix enum detection for unnamed classes ([GH-90488](https://github.com/godotengine/godot/pull/90488)). -- Fix connection dialog raise error when it was previously opened in another scene ([GH-90514](https://github.com/godotengine/godot/pull/90514)). -- Fix folder colors not saving after project.godot is modified externally ([GH-90525](https://github.com/godotengine/godot/pull/90525)). -- Make the inherited scene root node unable to change type ([GH-90536](https://github.com/godotengine/godot/pull/90536)). -- Fix crash when dragging scene files to 2D/3D screen ([GH-90559](https://github.com/godotengine/godot/pull/90559)). -- Make the loading scene open in the current scene tab if the current scene is empty ([GH-90566](https://github.com/godotengine/godot/pull/90566)). -- Rearrange "Open In" menu items of FileSystem dock ([GH-90570](https://github.com/godotengine/godot/pull/90570)). -- Improve error when scene/resource is saved with newer format ([GH-90571](https://github.com/godotengine/godot/pull/90571)). -- Fix heap-use-after-free error in TileMapLayerEditor ([GH-90583](https://github.com/godotengine/godot/pull/90583)). -- Fix folder colors not present in editor dir dialog ([GH-90651](https://github.com/godotengine/godot/pull/90651)). -- Fix going forward backward in editor selection history ([GH-90653](https://github.com/godotengine/godot/pull/90653)). -- Improve UX when saving newer files on disk ([GH-90660](https://github.com/godotengine/godot/pull/90660)). -- Prevent crash when dropping Resource that can't load ([GH-90664](https://github.com/godotengine/godot/pull/90664)). -- Rename Q&A to Forum in the Help top bar ([GH-90676](https://github.com/godotengine/godot/pull/90676)). -- Fix editor's file explorer will show directories that should be skipped ([GH-90680](https://github.com/godotengine/godot/pull/90680)). -- Allow closing scene tab preview using Escape ([GH-90720](https://github.com/godotengine/godot/pull/90720)). -- Change update checker version source ([GH-90742](https://github.com/godotengine/godot/pull/90742)). -- Display Godot version and last edited timestamp in project manager ([GH-90770](https://github.com/godotengine/godot/pull/90770)). -- Don't show scene group progress for 1 scene ([GH-90784](https://github.com/godotengine/godot/pull/90784)). -- Disable Create button for abstract classes ([GH-90807](https://github.com/godotengine/godot/pull/90807)). -- Avoid double editing when clicking AnimatedSprite ([GH-90815](https://github.com/godotengine/godot/pull/90815)). -- Fix folder color not cleared for removed subfolders ([GH-90829](https://github.com/godotengine/godot/pull/90829)). -- Fix input map shortcuts incorrectly edited on cancel ([GH-90835](https://github.com/godotengine/godot/pull/90835)). -- Fix folder scan replacing project list ([GH-90845](https://github.com/godotengine/godot/pull/90845)). -- Use minor version in EditorSettings file name ([GH-90875](https://github.com/godotengine/godot/pull/90875)). -- Add option to open online doc for selected class in script editor ([GH-90952](https://github.com/godotengine/godot/pull/90952)). -- Organize existing code for editor plugins ([GH-90975](https://github.com/godotengine/godot/pull/90975)). -- Hide update status label when no action is required ([GH-91026](https://github.com/godotengine/godot/pull/91026)). -- Add editor setting to keep bottom panel state on play and stop game ([GH-91033](https://github.com/godotengine/godot/pull/91033)). -- Allow setting editor dock tabs to icon only ([GH-91039](https://github.com/godotengine/godot/pull/91039)). -- Remove `uv_editor_bounds` editor setting ([GH-91073](https://github.com/godotengine/godot/pull/91073)). -- Further speed up closing multiple scripts ([GH-91081](https://github.com/godotengine/godot/pull/91081)). -- Increase width of project settings window ([GH-91087](https://github.com/godotengine/godot/pull/91087)). -- Fix error when moving FileSystem dock ([GH-91090](https://github.com/godotengine/godot/pull/91090)). -- Avoid double handling of rename in the file system dock ([GH-91112](https://github.com/godotengine/godot/pull/91112)). -- Register text enter for script base class ([GH-91113](https://github.com/godotengine/godot/pull/91113)). -- Add show in filesystem option for file favorites ([GH-91158](https://github.com/godotengine/godot/pull/91158)). -- Don't edit current when changing docks v2 ([GH-91168](https://github.com/godotengine/godot/pull/91168)). -- Improve Audio Bus button pressed state visibility ([GH-91236](https://github.com/godotengine/godot/pull/91236)). -- Add text to icon-only interpolation OptionButton in blend space editor ([GH-91238](https://github.com/godotengine/godot/pull/91238)). -- Only add warning label for Layout group in Control category ([GH-91252](https://github.com/godotengine/godot/pull/91252)). -- Fix reparenting after hover delay ([GH-91265](https://github.com/godotengine/godot/pull/91265)). -- Rework global class hiding in addons ([GH-91337](https://github.com/godotengine/godot/pull/91337)). -- Increase threshold for files per directory in editor Find in Files ([GH-91338](https://github.com/godotengine/godot/pull/91338)). -- Remove code duplication for adding global script class ([GH-91379](https://github.com/godotengine/godot/pull/91379)). -- Fix editor spin slider RTL and margin ([GH-91384](https://github.com/godotengine/godot/pull/91384)). -- Fix crash when switching main screen from a disabled plugin main screen if code editor is floating ([GH-91396](https://github.com/godotengine/godot/pull/91396)). -- Ensure `--doctool` is run from root directory ([GH-91407](https://github.com/godotengine/godot/pull/91407)). -- Fix selecting root when opening scene ([GH-91435](https://github.com/godotengine/godot/pull/91435)). -- DAP: Fix typo in parsing of PackedVector3Array ([GH-91468](https://github.com/godotengine/godot/pull/91468)). -- Fix `FileSystemDock` thumbnails sometimes not displaying ([GH-91471](https://github.com/godotengine/godot/pull/91471)). -- Keep docks menu open when opening dock ([GH-91484](https://github.com/godotengine/godot/pull/91484)). -- Prevent some shortcut errors when generating docs ([GH-91515](https://github.com/godotengine/godot/pull/91515)). -- Fix EditorInspector crash when exiting ([GH-91538](https://github.com/godotengine/godot/pull/91538)). -- Remove error messages caused by Save on Focus feature ([GH-91555](https://github.com/godotengine/godot/pull/91555)). -- Fix infinite call loop on theme change ([GH-91595](https://github.com/godotengine/godot/pull/91595)). -- Update `ConnectDialog::_filter_method_list` to be case insensitive for search string ([GH-91598](https://github.com/godotengine/godot/pull/91598)). -- Limit icon size in `EditorDebuggerTree` ([GH-91622](https://github.com/godotengine/godot/pull/91622)). -- Fix temporary Euler when editing quaternion ([GH-91678](https://github.com/godotengine/godot/pull/91678)). -- Fix i18n in AudioStreamInteractive transition editor ([GH-91693](https://github.com/godotengine/godot/pull/91693)). -- Revert `as_sortable_control()` change in SplitContainer ([GH-91708](https://github.com/godotengine/godot/pull/91708)). -- Improve transition enabled header in interactive music editor ([GH-91709](https://github.com/godotengine/godot/pull/91709)). -- Fix `EditorHelpBitTooltip` + `ProgressDialog` causes crash ([GH-91716](https://github.com/godotengine/godot/pull/91716)). -- Fix `PropertyListHelper::_get_property` returning a valid value even if an index is outside the array valid indices ([GH-91760](https://github.com/godotengine/godot/pull/91760)). -- Fix Sprite2D editor history mismatch ([GH-91777](https://github.com/godotengine/godot/pull/91777)). -- Select next text to replace ([GH-91779](https://github.com/godotengine/godot/pull/91779)). -- Fix long category name display in Inspector ([GH-91820](https://github.com/godotengine/godot/pull/91820)). -- Fix FileBrowse and FolderBrowse icon style fill not getting replaced ([GH-91821](https://github.com/godotengine/godot/pull/91821)). -- Move "Add a new scene" button when Scene Tabs settings change ([GH-91859](https://github.com/godotengine/godot/pull/91859)). -- Change default parenting behavior when drag-and-dropping to 2d and 3d editor ([GH-91874](https://github.com/godotengine/godot/pull/91874)). -- Make performance monitor names translatable ([GH-91927](https://github.com/godotengine/godot/pull/91927)). -- Add Dutch translation for Linux desktop file ([GH-91928](https://github.com/godotengine/godot/pull/91928)). -- Fix categories and tooltips in `TileSet` editor ([GH-91932](https://github.com/godotengine/godot/pull/91932)). -- Skip unnecessary updates to scene groups and scripts ([GH-91980](https://github.com/godotengine/godot/pull/91980)). -- Create AudioStreamPlayer when dropping AudioStream ([GH-92004](https://github.com/godotengine/godot/pull/92004)). -- Fix default NodePaths saved in scene ([GH-92095](https://github.com/godotengine/godot/pull/92095)). -- Disable follow focus while updating inspector ([GH-92108](https://github.com/godotengine/godot/pull/92108)). -- Change the AudioStreamPlayer icons to be clearer ([GH-92116](https://github.com/godotengine/godot/pull/92116)). -- Fix log rebuilding crashing when there's no messages ([GH-92128](https://github.com/godotengine/godot/pull/92128)). -- Editor Feature Profile: Only rebuild selected TreeItem and all children when a property is edited ([GH-92136](https://github.com/godotengine/godot/pull/92136)). -- Don't translate preview in node batch rename dialog ([GH-92192](https://github.com/godotengine/godot/pull/92192)). -- Fix unchecking theme overrides not creating an undo action ([GH-92207](https://github.com/godotengine/godot/pull/92207)). -- Fix array variable with `@export_multiline` not registering changes ([GH-92225](https://github.com/godotengine/godot/pull/92225)). -- Prevent label width from flickering rapidly in editor frametime panel ([GH-92231](https://github.com/godotengine/godot/pull/92231)). -- Fix scene hash not updated when scene is empty ([GH-92253](https://github.com/godotengine/godot/pull/92253)). -- Fix TextEdit HScroll hiding after wrapping ([GH-92271](https://github.com/godotengine/godot/pull/92271)). -- Fix theme StyleBox override parameter completion ([GH-92296](https://github.com/godotengine/godot/pull/92296)). -- Fix crash on dictionary initialization after return to default in C# ([GH-92351](https://github.com/godotengine/godot/pull/92351)). -- Fix profiler seek line color in light modes, update on theme change ([GH-92389](https://github.com/godotengine/godot/pull/92389)). -- Avoid editor error reporting using resource loader thread's call queues ([GH-92426](https://github.com/godotengine/godot/pull/92426)). -- Select text in SpriteFramesEditor spin boxes on focus ([GH-92442](https://github.com/godotengine/godot/pull/92442)). -- Prevent connect `scroll_to_paragraph` multiple times to `class_desc` ([GH-92454](https://github.com/godotengine/godot/pull/92454)). -- Set `doc_name` even when categories are hidden in the inspector ([GH-92457](https://github.com/godotengine/godot/pull/92457)). -- Make signal connections dialog method picker respect bind/unbind ([GH-92465](https://github.com/godotengine/godot/pull/92465)). -- Fix error when dropping image onto the scene dock ([GH-92470](https://github.com/godotengine/godot/pull/92470)). -- Add missing space around the ratio lock button ([GH-92482](https://github.com/godotengine/godot/pull/92482)). -- Add range hint for `SubViewportContainer.stretch_shrink` ([GH-92500](https://github.com/godotengine/godot/pull/92500)). -- Fix AudioStreamPlayer icons, improve audio resource picker styling ([GH-92504](https://github.com/godotengine/godot/pull/92504)). -- Fix Window position preview in the editor ([GH-92506](https://github.com/godotengine/godot/pull/92506)). -- Remove unused `base_hint` from EditorPropertyNodePath ([GH-92511](https://github.com/godotengine/godot/pull/92511)). -- Enable custom separators to treat different characters as words ([GH-92514](https://github.com/godotengine/godot/pull/92514)). -- Update Add Scene button after TabBar resizes ([GH-92559](https://github.com/godotengine/godot/pull/92559)). -- Update editor `Window` preview position when resizing window ([GH-92577](https://github.com/godotengine/godot/pull/92577)). -- Rework and simplify update checking logic ([GH-92597](https://github.com/godotengine/godot/pull/92597)). -- Fix project settings reloading ([GH-92633](https://github.com/godotengine/godot/pull/92633)). -- Consistently display script icons for nodes in connect dialog's scene tree editor ([GH-92648](https://github.com/godotengine/godot/pull/92648)). -- Tweak property name style selector in the editor inspector ([GH-92665](https://github.com/godotengine/godot/pull/92665)). -- Fix huge .tscn icon and icon in background of File System panel ([GH-92669](https://github.com/godotengine/godot/pull/92669)). -- Swap last edited date and version/warning in Project Manager ([GH-92751](https://github.com/godotengine/godot/pull/92751)). -- Call `EditorNode::set_edited_scene()` manually instead of via the `replacing_by` signal ([GH-92760](https://github.com/godotengine/godot/pull/92760)). -- Add Globals tab to reorganize Project Settings dialog ([GH-92770](https://github.com/godotengine/godot/pull/92770)). -- Fix editor screenshots menu button's tooltip ([GH-92836](https://github.com/godotengine/godot/pull/92836)). -- Remove unused order variable from EditorResourcePreview ([GH-92871](https://github.com/godotengine/godot/pull/92871)). -- Add missing inspector dock update after node deletion ([GH-92930](https://github.com/godotengine/godot/pull/92930)). -- Fix theme updating of the inspector sections ([GH-93000](https://github.com/godotengine/godot/pull/93000)). -- Fix EditorFileSystem `update_files` after #92893 ([GH-93006](https://github.com/godotengine/godot/pull/93006)). -- System info: Remove empty parentheses when video adapter driver name is unknown ([GH-93033](https://github.com/godotengine/godot/pull/93033)). -- Fix `EditorHelpBit` title height is wrong on initialization ([GH-93040](https://github.com/godotengine/godot/pull/93040)). -- Fix find highlight when switching scripts ([GH-93056](https://github.com/godotengine/godot/pull/93056)). -- Fix EditorProperty spacing ([GH-93089](https://github.com/godotengine/godot/pull/93089)). -- Fix not being able to reopen signals panel immediately after connecting a signal ([GH-93110](https://github.com/godotengine/godot/pull/93110)). -- Fix crash when trying to undo SpriteFrames animation rename ([GH-93112](https://github.com/godotengine/godot/pull/93112)). -- Material: Fix marking as ready ([GH-93127](https://github.com/godotengine/godot/pull/93127)). -- Center the label in EditorObjectSelector ([GH-93129](https://github.com/godotengine/godot/pull/93129)). -- Fix noticeable freeze after saving a scene ([GH-93147](https://github.com/godotengine/godot/pull/93147)). -- Fix bug when downloading export templates and re-opening the template manager ([GH-93148](https://github.com/godotengine/godot/pull/93148)). -- Add missing TTR's for EditorProgress ([GH-93150](https://github.com/godotengine/godot/pull/93150)). -- EditorProgress: Use `BackgroundProgress` instead of `ProgressDialog` when called for a thread ([GH-93160](https://github.com/godotengine/godot/pull/93160)). -- Allow theming movie writer button icon color ([GH-93223](https://github.com/godotengine/godot/pull/93223)). -- Allow theming renderer colors ([GH-93229](https://github.com/godotengine/godot/pull/93229)). -- Unload addons before quitting to allow cleanup ([GH-93238](https://github.com/godotengine/godot/pull/93238)). -- Prevent generating preview for zero sized texture ([GH-93255](https://github.com/godotengine/godot/pull/93255)). -- Fix incorrect autoload path in error ([GH-93294](https://github.com/godotengine/godot/pull/93294)). -- Add missing RTL styles for InspectorActionButton ([GH-93318](https://github.com/godotengine/godot/pull/93318)). -- Add missing style overrides for viewport overlay buttons ([GH-93361](https://github.com/godotengine/godot/pull/93361)). -- Fix determining the availability of a new version ([GH-93391](https://github.com/godotengine/godot/pull/93391)). -- Make inspector spacing more themable ([GH-93435](https://github.com/godotengine/godot/pull/93435)). -- Add missing RTL styles for MainScreenButton ([GH-93520](https://github.com/godotengine/godot/pull/93520)). -- Include "PopupMenu" labels in POT gen ([GH-93521](https://github.com/godotengine/godot/pull/93521)). -- Add brief description tooltips to EditorResourcePicker ([GH-93523](https://github.com/godotengine/godot/pull/93523)). -- Update import dock when selecting resource in resource panel ([GH-93533](https://github.com/godotengine/godot/pull/93533)). -- Fix reselecting scene tree node after inspecting a resource ([GH-93543](https://github.com/godotengine/godot/pull/93543)). -- Center the label of EditorValidationPanel ([GH-93544](https://github.com/godotengine/godot/pull/93544)). -- Remove editor pseudolocalization debug feature ([GH-93554](https://github.com/godotengine/godot/pull/93554)). -- Fix crash on exit with shader editor ([GH-93558](https://github.com/godotengine/godot/pull/93558)). -- Fix clear custom color on invalid `tree_item_inspected` causing `Index p_column = 0 is out of bounds (cells.size() = 0).` error message ([GH-93576](https://github.com/godotengine/godot/pull/93576)). -- Add comment for editor particles Restart Emission shortcut not using Cmd on macOS ([GH-93581](https://github.com/godotengine/godot/pull/93581)). -- Add missing punctuation to the default TextEdit word separators ([GH-93656](https://github.com/godotengine/godot/pull/93656)). -- Center the label in overview of script editor ([GH-93661](https://github.com/godotengine/godot/pull/93661)). -- Fix find result current match count issues ([GH-93674](https://github.com/godotengine/godot/pull/93674)). -- Fix unnecessary overbright modulates used in a few editors ([GH-93720](https://github.com/godotengine/godot/pull/93720)). -- Speed up scene group scanning for text scenes ([GH-93723](https://github.com/godotengine/godot/pull/93723)). -- Make the frame time and info boxes use same margins ([GH-93736](https://github.com/godotengine/godot/pull/93736)). -- Set max width for icons in the quick open popup ([GH-93743](https://github.com/godotengine/godot/pull/93743)). -- macOS: Change the distraction-free mode shortcut ([GH-93789](https://github.com/godotengine/godot/pull/93789)). -- Update Node dock when theme changes ([GH-93868](https://github.com/godotengine/godot/pull/93868)). -- Fix a bunch of orphan StringName errors at ProjectSettings/Editor exit ([GH-93888](https://github.com/godotengine/godot/pull/93888)). -- Fix custom resources often missing from Quick Load dialog ([GH-93909](https://github.com/godotengine/godot/pull/93909)). -- Fix default font variation values handling in the property inspector ([GH-93957](https://github.com/godotengine/godot/pull/93957)). -- Fix `EditorHelpBitTooltip` for Signals dock ([GH-93967](https://github.com/godotengine/godot/pull/93967)). -- Update font preview directly instead of invalidating property list ([GH-93968](https://github.com/godotengine/godot/pull/93968)). -- Ignore trailing slashes in new project’s path when disabling Create Folder ([GH-94015](https://github.com/godotengine/godot/pull/94015)). -- Fix first time of Toggle Last Opened Bottom Panel opens Output panel ([GH-94040](https://github.com/godotengine/godot/pull/94040)). -- Fix Toggle Last Opened Bottom Panel not working after restoring FileSystem Dock to the side ([GH-94053](https://github.com/godotengine/godot/pull/94053)). -- Fix ScriptEditor `request_save_previous_state` signal type ([GH-94057](https://github.com/godotengine/godot/pull/94057)). -- Let EditorLog use the right call queue for thread safety ([GH-94079](https://github.com/godotengine/godot/pull/94079)). -- Fix editor inspector crashing when the old object is no longer valid ([GH-94101](https://github.com/godotengine/godot/pull/94101)). -- Fix wrong inspected node after drag&drop ([GH-94105](https://github.com/godotengine/godot/pull/94105)). -- Make `fdialog_project` up to become the child of `ProjectManager` instead of child of `ProjectDialog` ([GH-94113](https://github.com/godotengine/godot/pull/94113)). -- Unload addons when using `--import` or `--quit` ([GH-94116](https://github.com/godotengine/godot/pull/94116)). -- Fix edited node being removed before editor plugin handles focus loss ([GH-94162](https://github.com/godotengine/godot/pull/94162)). -- Fix resources being skipped in InstancePlaceholder ([GH-94345](https://github.com/godotengine/godot/pull/94345)). -- Fix removing a folder that contains a file is not removed from the FileSystem Dock ([GH-94435](https://github.com/godotengine/godot/pull/94435)). -- Fix crash when adding scenes with a group to the level scene ([GH-94450](https://github.com/godotengine/godot/pull/94450)). -- Consider tabs when calculating column for jump to error ([GH-94474](https://github.com/godotengine/godot/pull/94474)). -- Disable unique name in scene when making a node the root node ([GH-94491](https://github.com/godotengine/godot/pull/94491)). -- Improve Curve preview colors for consistency ([GH-94494](https://github.com/godotengine/godot/pull/94494)). -- Fix incorrect Curve editor preview thumbnail scaling ([GH-94571](https://github.com/godotengine/godot/pull/94571)). -- Fix editor crash when editor settings resource is invalid ([GH-94593](https://github.com/godotengine/godot/pull/94593)). -- Increase threshold for displaying scene group update progress ([GH-94594](https://github.com/godotengine/godot/pull/94594)). -- Change .gitignore to only exclude root android template folder ([GH-94597](https://github.com/godotengine/godot/pull/94597)). -- Fix Object encoded as id in dictionaries to be represented as int in the inspector ([GH-94610](https://github.com/godotengine/godot/pull/94610)). -- Fix certain resource previews empty with GL compat ([GH-94619](https://github.com/godotengine/godot/pull/94619)). -- Parse `auto_translate` when generating a POT file ([GH-94622](https://github.com/godotengine/godot/pull/94622)). -- Fix node gets wrongly selected after moving another node in the tree ([GH-94649](https://github.com/godotengine/godot/pull/94649)). -- Android Editor: Make progress dialog visible again ([GH-94662](https://github.com/godotengine/godot/pull/94662)). -- Fix editor settings still displayed when replaced ([GH-94932](https://github.com/godotengine/godot/pull/94932)). -- Split editor documentation cache by minor version ([GH-94980](https://github.com/godotengine/godot/pull/94980)). -- Fix global class cache file not present when no class name ([GH-94991](https://github.com/godotengine/godot/pull/94991)). -- Fix project name cleared when browsing path ([GH-95062](https://github.com/godotengine/godot/pull/95062)). -- [Android editor] Enable the display scale option in the Project manager's quick settings ([GH-95082](https://github.com/godotengine/godot/pull/95082)). -- [Android editor] Fix issue with importing projects ([GH-95086](https://github.com/godotengine/godot/pull/95086)). -- Don't drop `PackedScene` as property ([GH-95090](https://github.com/godotengine/godot/pull/95090)). -- Initialize project name when importing project ([GH-95245](https://github.com/godotengine/godot/pull/95245)). -- Fix use-after-free in `EditorHelp` ([GH-95307](https://github.com/godotengine/godot/pull/95307)). -- Fix order of Lock and Group icons in SceneTree ([GH-95329](https://github.com/godotengine/godot/pull/95329)). -- Fix label update for dict on item deletion ([GH-95364](https://github.com/godotengine/godot/pull/95364)). -- Fix FileSystem not updated on file deletion ([GH-95533](https://github.com/godotengine/godot/pull/95533)). +- Redesign Quick Open ([GH-56772](https://github.com/godotengine/godot/pull/56772)). +- EditorHelpSearch: improvements ([GH-62524](https://github.com/godotengine/godot/pull/62524)). +- Refactor toggling script list ([GH-63744](https://github.com/godotengine/godot/pull/63744)). +- Add support for resource conversion plugins in filesystem dock ([GH-65585](https://github.com/godotengine/godot/pull/65585)). +- Extend Curve to allow for domains outside of `[0, 1]` ([GH-67857](https://github.com/godotengine/godot/pull/67857)). +- Implement zooming and panning in the profiler ([GH-76055](https://github.com/godotengine/godot/pull/76055)). +- Remember editor window mode, screen, size and position on restart ([GH-76085](https://github.com/godotengine/godot/pull/76085)). +- Show String properties' text in a tooltip in the inspector ([GH-76231](https://github.com/godotengine/godot/pull/76231)). +- Add Markdown syntax highlighting to the script editor ([GH-78312](https://github.com/godotengine/godot/pull/78312)). +- Fix "reparent to new node" not remembering index ([GH-79209](https://github.com/godotengine/godot/pull/79209)). +- Unify make dir and duplicate dialogs ([GH-80473](https://github.com/godotengine/godot/pull/80473)). +- Set position to zero when saving a positioned branch as scene ([GH-80561](https://github.com/godotengine/godot/pull/80561)). +- Add a warning for when the scene root node is transformed ([GH-81892](https://github.com/godotengine/godot/pull/81892)). +- Add support for dragging a shader to user exported material property ([GH-82093](https://github.com/godotengine/godot/pull/82093)). +- Fix some legacy code ([GH-84944](https://github.com/godotengine/godot/pull/84944)). +- Adjust `pick_main_scene` dialog punctuation ([GH-85108](https://github.com/godotengine/godot/pull/85108)). +- Redraw SubViewportContainer on SubViewport size change ([GH-86302](https://github.com/godotengine/godot/pull/86302)). +- Make the Script Editor's parser execute sooner on edit after error was found ([GH-87542](https://github.com/godotengine/godot/pull/87542)). +- Fix Remote Nodes missing custom icons ([GH-88427](https://github.com/godotengine/godot/pull/88427)). +- Fix some invalid `int` property ranges ([GH-89566](https://github.com/godotengine/godot/pull/89566)). +- Fix focus when reordering array ([GH-89763](https://github.com/godotengine/godot/pull/89763)). +- Fix editing exported nodes in array as text ([GH-90047](https://github.com/godotengine/godot/pull/90047)). +- Add ability to create a new inherited scene from code ([GH-90057](https://github.com/godotengine/godot/pull/90057)). +- Expose EditorUndoRedoManager's `clear_history()` ([GH-90130](https://github.com/godotengine/godot/pull/90130)). +- Code Editor: Add documentation tooltips ([GH-91060](https://github.com/godotengine/godot/pull/91060)). +- Make scan for projects threaded ([GH-91064](https://github.com/godotengine/godot/pull/91064)). +- Disable creating RD projects in project manager if RD is not supported ([GH-91172](https://github.com/godotengine/godot/pull/91172)). +- Increase the project manager's default window size ([GH-91889](https://github.com/godotengine/godot/pull/91889)). +- Remove unused member variable in `EditorInspectorSection` ([GH-92407](https://github.com/godotengine/godot/pull/92407)). +- Improve layered texture preview ([GH-92540](https://github.com/godotengine/godot/pull/92540)). +- Implement a "Recovery Mode" for recovering crashing projects during initialization ([GH-92563](https://github.com/godotengine/godot/pull/92563)). +- Add confirm dialog for render mesh to navigation mesh conversion ([GH-92684](https://github.com/godotengine/godot/pull/92684)). +- Add warped panning to every ViewPanner instance ([GH-92717](https://github.com/godotengine/godot/pull/92717)). +- Expose `update_docs_from_script` method ([GH-92916](https://github.com/godotengine/godot/pull/92916)). +- Warn on UID duplicates ([GH-92972](https://github.com/godotengine/godot/pull/92972)). +- Don't rescan filesystem when adding new directory ([GH-93372](https://github.com/godotengine/godot/pull/93372)). +- Expose more editor settings to documentation ([GH-93427](https://github.com/godotengine/godot/pull/93427)). +- Add default keyboard shortcuts to various actions in the FileSystem dock ([GH-93578](https://github.com/godotengine/godot/pull/93578)). +- Optimize `get_path()` in EditorFileSystemDirectory ([GH-93611](https://github.com/godotengine/godot/pull/93611)). +- Fix center viewport not working horizontally ([GH-93792](https://github.com/godotengine/godot/pull/93792)). +- Fix goto line issues in code editor ([GH-94002](https://github.com/godotengine/godot/pull/94002)). +- Add Expand/Collapse Branch right click option to remote scene view ([GH-94263](https://github.com/godotengine/godot/pull/94263)). +- Make "Remove Item" appear at the top of the list when editing the value of an array or dictionary ([GH-94522](https://github.com/godotengine/godot/pull/94522)). +- Tweak script editor zoom presets to be more useful ([GH-94569](https://github.com/godotengine/godot/pull/94569)). +- Implement preview thumbnail generation for 3D and layered textures ([GH-94600](https://github.com/godotengine/godot/pull/94600)). +- Expose `EditorInspector.edit` to scripting ([GH-94603](https://github.com/godotengine/godot/pull/94603)). +- Fix `EditorInterface.get_selected_paths()` working incorrectly when FileSystemDock is in split mode ([GH-94703](https://github.com/godotengine/godot/pull/94703)). +- Fix scene node selection problem when no auto expand ([GH-94773](https://github.com/godotengine/godot/pull/94773)). +- Fix custom resources using incorrect icons ([GH-94854](https://github.com/godotengine/godot/pull/94854)). +- Call `restart_editor()` in `RUN_PROJECT_MANAGER` ([GH-94880](https://github.com/godotengine/godot/pull/94880)). +- Fix for folding "Editable Children" nodes in Scene tree not being saved ([GH-94911](https://github.com/godotengine/godot/pull/94911)). +- Fix connecting a signal with a double click is too difficult ([GH-95044](https://github.com/godotengine/godot/pull/95044)). +- Add `keep_screen_on` editor setting ([GH-95048](https://github.com/godotengine/godot/pull/95048)). +- Tweak warning/error formatting in EditorLog to be closer to console output ([GH-95072](https://github.com/godotengine/godot/pull/95072)). +- Optimize FileSystem Dock filtering ([GH-95107](https://github.com/godotengine/godot/pull/95107)). +- Don't fold resources when child of main inspector exits ([GH-95149](https://github.com/godotengine/godot/pull/95149)). +- Make EditorSpinSlider display a slider for floats with a step of 1.0 ([GH-95169](https://github.com/godotengine/godot/pull/95169)). +- Avoid saving EditorSettings on startup ([GH-95171](https://github.com/godotengine/godot/pull/95171)). +- Fix implementation of `property_can_revert()` in various classes ([GH-95175](https://github.com/godotengine/godot/pull/95175)). +- Fix checkbox alignment when using compact theme spacing ([GH-95193](https://github.com/godotengine/godot/pull/95193)). +- Fix huge tscn icon in FileSystem split mode using list view ([GH-95278](https://github.com/godotengine/godot/pull/95278)). +- Fix project settings not properly saved after a file deletion ([GH-95281](https://github.com/godotengine/godot/pull/95281)). +- Fix Lock and Group for canvas items not updated in editor after changed in SceneTree ([GH-95333](https://github.com/godotengine/godot/pull/95333)). +- Add ConfirmationDialog when clicking on % button in SceneTree ([GH-95343](https://github.com/godotengine/godot/pull/95343)). +- Make editor panel icons more subtle ([GH-95344](https://github.com/godotengine/godot/pull/95344)). +- Fix incorrect parsing of nested nodes when generating the POT ([GH-95444](https://github.com/godotengine/godot/pull/95444)). +- Remove type icon array from PropertySelector ([GH-95546](https://github.com/godotengine/godot/pull/95546)). +- Allow picking partial properties in PropertySelector ([GH-95554](https://github.com/godotengine/godot/pull/95554)). +- Remove superfluous `print_line` call ([GH-95581](https://github.com/godotengine/godot/pull/95581)). +- Add an `Edit Now` option to project dialog to allow opting out of immediately opening a project after creation/import/install ([GH-95600](https://github.com/godotengine/godot/pull/95600)). +- Fix display dialog while saving scene ([GH-95691](https://github.com/godotengine/godot/pull/95691)). +- Don't mark settings as modified while loading ([GH-95704](https://github.com/godotengine/godot/pull/95704)). +- Fallback to theme icon when no custom icon is set in autocompletion ([GH-95816](https://github.com/godotengine/godot/pull/95816)). +- Prevent unnecessary editor theme regeneration on unrelated system setting update ([GH-95849](https://github.com/godotengine/godot/pull/95849)). +- Update rendering driver name on fallbacks. Fix rendering driver/method in the editor system info ([GH-95887](https://github.com/godotengine/godot/pull/95887)). +- Remove references to deleted `capitalize_properties` setting ([GH-95898](https://github.com/godotengine/godot/pull/95898)). +- Enable revert button for `ShaderMaterial::next_pass` and `ShaderMaterial::render_priority` ([GH-95954](https://github.com/godotengine/godot/pull/95954)). +- Fix script properties reload from external editor ([GH-96002](https://github.com/godotengine/godot/pull/96002)). +- Fix script overwriting with external editor ([GH-96007](https://github.com/godotengine/godot/pull/96007)). +- Prevent selecting the hovered node if the mouse is not inside the inspector dock ([GH-96124](https://github.com/godotengine/godot/pull/96124)). +- Support opening custom class documentation with "Open Documentation" menu entry ([GH-96141](https://github.com/godotengine/godot/pull/96141)). +- Fix missing project date showing the unix epoch ([GH-96162](https://github.com/godotengine/godot/pull/96162)). +- Add Instance Placeholder validation check ([GH-96189](https://github.com/godotengine/godot/pull/96189)). +- Save the state of view transform gizmo option ([GH-96193](https://github.com/godotengine/godot/pull/96193)). +- Make `ThemeTypeDialog` List navigatable when the `LineEdit` has focus ([GH-96212](https://github.com/godotengine/godot/pull/96212)). +- Fix `SceneTreeDock` invalid state after trying to remove internal Node ([GH-96236](https://github.com/godotengine/godot/pull/96236)). +- Fix Win32 rename function ([GH-96258](https://github.com/godotengine/godot/pull/96258)). +- Keep looking when a preview plugin returns an empty image ([GH-96260](https://github.com/godotengine/godot/pull/96260)). +- Disable export template downloading in offline mode ([GH-96331](https://github.com/godotengine/godot/pull/96331)). +- [Android Editor] Update the options for launching the Play window in PiP mode ([GH-96340](https://github.com/godotengine/godot/pull/96340)). +- Fix dock width not respecting editor scale ([GH-96343](https://github.com/godotengine/godot/pull/96343)). +- Fix no unsaved indicator Save As resource ([GH-96363](https://github.com/godotengine/godot/pull/96363)). +- Improve dropping code in script editor ([GH-96371](https://github.com/godotengine/godot/pull/96371)). +- Add `_resource_changed()` helper method to EditorResourcePicker ([GH-96379](https://github.com/godotengine/godot/pull/96379)). +- Merge duplicate entries in enum property inspector ([GH-96386](https://github.com/godotengine/godot/pull/96386)). +- macOS: Fix Quick Open shortcut conflict ([GH-96388](https://github.com/godotengine/godot/pull/96388)). +- Extract EditorMainScreen from EditorNode ([GH-96389](https://github.com/godotengine/godot/pull/96389)). +- Fix Windows importer issue with new file detection ([GH-96398](https://github.com/godotengine/godot/pull/96398)). +- Fix jumping to editor help does not scroll correctly sometimes ([GH-96449](https://github.com/godotengine/godot/pull/96449)). +- Add Advanced Settings switch to Editor Settings ([GH-96467](https://github.com/godotengine/godot/pull/96467)). +- Mention screen selector in Make Floating button tooltip ([GH-96520](https://github.com/godotengine/godot/pull/96520)). +- Fix Inspector may scroll away when editing a property that adds or removes sub properties ([GH-96542](https://github.com/godotengine/godot/pull/96542)). +- Fix ProcessDialog errors appeared after rebuilding .NET project ([GH-96551](https://github.com/godotengine/godot/pull/96551)). +- Docs: Add missing deprecated/experimental tag support for theme items ([GH-96555](https://github.com/godotengine/godot/pull/96555)). +- Prevent duplicate `Open in Editor` buttons in scene tree dock ([GH-96569](https://github.com/godotengine/godot/pull/96569)). +- Don't show popup when clicking empty in Favorites ([GH-96571](https://github.com/godotengine/godot/pull/96571)). +- Fix selection stuck after saving scene ([GH-96579](https://github.com/godotengine/godot/pull/96579)). +- Fix editor layout reset on startup ([GH-96581](https://github.com/godotengine/godot/pull/96581)). +- Fix shift clicking on Add Sun/Environment to Scene buttons ([GH-96582](https://github.com/godotengine/godot/pull/96582)). +- [FileSystem Dock] Add option to show some unsupported files in the dock ([GH-96603](https://github.com/godotengine/godot/pull/96603)). +- Prevent editing value on focus when `EditorSpinSlider` is read-only ([GH-96609](https://github.com/godotengine/godot/pull/96609)). +- Globally remember advanced toggle in project settings ([GH-96615](https://github.com/godotengine/godot/pull/96615)). +- Don't use EditorSettings metadata ([GH-96616](https://github.com/godotengine/godot/pull/96616)). +- Fix clear button on `Array[Node]` ([GH-96620](https://github.com/godotengine/godot/pull/96620)). +- Remove duplicated read only checks in `EditorSpinSlider` ([GH-96632](https://github.com/godotengine/godot/pull/96632)). +- [FileSystem Dock] Add symlink indicator and tooltip ([GH-96643](https://github.com/godotengine/godot/pull/96643)). +- Fix "reparent to new node" when node has internal children ([GH-96646](https://github.com/godotengine/godot/pull/96646)). +- Code Editor: Add button to toggle between search and search+replace ([GH-96683](https://github.com/godotengine/godot/pull/96683)). +- Change rotation pivot tooltip description to be more precise ([GH-96702](https://github.com/godotengine/godot/pull/96702)). +- Partially fix directory bug on Android ([GH-96711](https://github.com/godotengine/godot/pull/96711)). +- Implement autostart for all profilers ([GH-96759](https://github.com/godotengine/godot/pull/96759)). +- Use toast (notification) instead of dialog when saving with no open scene ([GH-96773](https://github.com/godotengine/godot/pull/96773)). +- Make detach script non-destructive operation ([GH-96776](https://github.com/godotengine/godot/pull/96776)). +- Fix load error popup showing on every progress dialog ([GH-96830](https://github.com/godotengine/godot/pull/96830)). +- Add `.editorconfig` to the projects ([GH-96845](https://github.com/godotengine/godot/pull/96845)). +- Try loading system Noto CJK font ([GH-96850](https://github.com/godotengine/godot/pull/96850)). +- Add simple minor version migration ([GH-96861](https://github.com/godotengine/godot/pull/96861)). +- ResourceLoader: Fix deadlocks caused by the resource changed feature ([GH-96904](https://github.com/godotengine/godot/pull/96904)). +- Make script list default wider, minimum narrower ([GH-96909](https://github.com/godotengine/godot/pull/96909)). +- Fix `MeshInstance3D` gizmo redraw performance for `PlaneMesh` with larger subdiv value ([GH-96934](https://github.com/godotengine/godot/pull/96934)). +- Fix `editor_doc_cache` locked by `adb` process on editor startup ([GH-97000](https://github.com/godotengine/godot/pull/97000)). +- Fix empty load errors popup ([GH-97013](https://github.com/godotengine/godot/pull/97013)). +- Fix error reopening non existing scene on startup ([GH-97028](https://github.com/godotengine/godot/pull/97028)). +- Fix Viewport Texture must be set to use it ([GH-97029](https://github.com/godotengine/godot/pull/97029)). +- Add "4D" to EditorPropertyNameProcessor ([GH-97037](https://github.com/godotengine/godot/pull/97037)). +- Highlight scripts used by current scene ([GH-97041](https://github.com/godotengine/godot/pull/97041)). +- Rework creating new folders in editor ([GH-97075](https://github.com/godotengine/godot/pull/97075)). +- Open UV editor in point editing mode if no points ([GH-97081](https://github.com/godotengine/godot/pull/97081)). +- Don't rescan filesystem when duplicating ([GH-97090](https://github.com/godotengine/godot/pull/97090)). +- Fix Network Profiler not disabling buttons ([GH-97101](https://github.com/godotengine/godot/pull/97101)). +- Fix inconsistency in 3D editor navigation ([GH-97104](https://github.com/godotengine/godot/pull/97104)). +- Fix generic conversion icon ([GH-97112](https://github.com/godotengine/godot/pull/97112)). +- Fix EditorAudioBus corner radius ([GH-97113](https://github.com/godotengine/godot/pull/97113)). +- Fix inconsistency in FileSystem naming in shader editor menu ([GH-97134](https://github.com/godotengine/godot/pull/97134)). +- Stop EditorNode from refreshing the current scene tab when not needed ([GH-97136](https://github.com/godotengine/godot/pull/97136)). +- Don't show project settings starting with underscore ([GH-97145](https://github.com/godotengine/godot/pull/97145)). +- Fix reloading scripts already in use ([GH-97168](https://github.com/godotengine/godot/pull/97168)). +- Fix FileSystemDock's EditorContextMenuPlugins ([GH-97185](https://github.com/godotengine/godot/pull/97185)). +- Don't store project metadata when loading ([GH-97187](https://github.com/godotengine/godot/pull/97187)). +- Fix `Sprite2D` dialog size for smaller screen device ([GH-97199](https://github.com/godotengine/godot/pull/97199)). +- Update `AnimationTree` parameter list when updating `AnimationNodeTransition` input names ([GH-97224](https://github.com/godotengine/godot/pull/97224)). +- Mention display driver and window mode in Copy System Info text ([GH-97239](https://github.com/godotengine/godot/pull/97239)). +- Fix wrong displayed category name in `EditorHelpSearch` ([GH-97242](https://github.com/godotengine/godot/pull/97242)). +- Windows: Fix dragging and dropping files from compressed files into editor ([GH-97250](https://github.com/godotengine/godot/pull/97250)). +- Add "Game" editor for better runtime debugging ([GH-97257](https://github.com/godotengine/godot/pull/97257)). +- Create `.editorconfig` file only on project creation ([GH-97270](https://github.com/godotengine/godot/pull/97270)). +- Allow using Unicode identifier for Autoload name ([GH-97273](https://github.com/godotengine/godot/pull/97273)). +- Fix Add Metadata dialog not focusing name field by default ([GH-97277](https://github.com/godotengine/godot/pull/97277)). +- Keep advanced toggle on when searching for settings ([GH-97282](https://github.com/godotengine/godot/pull/97282)). +- Make FileSystem dock buttons consistent ([GH-97283](https://github.com/godotengine/godot/pull/97283)). +- Fix crash when using non-`PackedScene` resource for POT generation ([GH-97288](https://github.com/godotengine/godot/pull/97288)). +- Fix Add button style in GroupsEditor ([GH-97319](https://github.com/godotengine/godot/pull/97319)). +- Fix script editor wrongly replaces and quotes non-ASCII letters ([GH-97323](https://github.com/godotengine/godot/pull/97323)). +- Consolidate remembering window settings into single config ([GH-97333](https://github.com/godotengine/godot/pull/97333)). +- Add filter & sort to editor file dialog ([GH-97344](https://github.com/godotengine/godot/pull/97344)). +- Discard additional redo on committing actions ([GH-97410](https://github.com/godotengine/godot/pull/97410)). +- Fix editing of some properties in `CodeHighlighter` ([GH-97414](https://github.com/godotengine/godot/pull/97414)). +- Make possible to favorite properties in the inspector ([GH-97415](https://github.com/godotengine/godot/pull/97415)). +- Make pressing Enter confirm project creation/import in the project manager ([GH-97453](https://github.com/godotengine/godot/pull/97453)). +- Improve "Replace in Files" dialog button text ([GH-97461](https://github.com/godotengine/godot/pull/97461)). +- Fix EditorFileSystem crash when fetching icons for unknown file types ([GH-97491](https://github.com/godotengine/godot/pull/97491)). +- Add profiler autostart indicator to EditorRunBar ([GH-97492](https://github.com/godotengine/godot/pull/97492)). +- Add a focus border on `ScrollContainer` ([GH-97521](https://github.com/godotengine/godot/pull/97521)). +- Unify editor version buttons ([GH-97527](https://github.com/godotengine/godot/pull/97527)). +- Fix closing Theme Editor not actually closing it ([GH-97543](https://github.com/godotengine/godot/pull/97543)). +- Support object inspection through DAP ([GH-97585](https://github.com/godotengine/godot/pull/97585)). +- Add expression evaluator to debugger (REPL) ([GH-97647](https://github.com/godotengine/godot/pull/97647)). +- Display proper message on invalid folder path ([GH-97706](https://github.com/godotengine/godot/pull/97706)). +- Fix GDScript docs not updating when modified externally ([GH-97710](https://github.com/godotengine/godot/pull/97710)). +- Fix tooltip message of button that opens groups/signals dock ([GH-97722](https://github.com/godotengine/godot/pull/97722)). +- Fix double free in QuickOpenDialog deconstructor ([GH-97746](https://github.com/godotengine/godot/pull/97746)). +- Partially revert #96780, remove warnings from project/editor settings `_get` ([GH-97817](https://github.com/godotengine/godot/pull/97817)). +- Fix "No loader found" error after editing PO file ([GH-97868](https://github.com/godotengine/godot/pull/97868)). +- Make `EditorFileDialog`'s Recent and Fav list show full path in tooltip ([GH-97885](https://github.com/godotengine/godot/pull/97885)). +- Expose path properties save UID internally if referencing a resource ([GH-97912](https://github.com/godotengine/godot/pull/97912)). +- Fix plugin creation dialog script name tooltip ([GH-97924](https://github.com/godotengine/godot/pull/97924)). +- Fix `CheckButton` mirrored icon in editor theme ([GH-97929](https://github.com/godotengine/godot/pull/97929)). +- Add Show in FileSystem icon for Inspector dock resource options menu item ([GH-97936](https://github.com/godotengine/godot/pull/97936)). +- Refresh Filesystem Dock after android build template is created ([GH-97940](https://github.com/godotengine/godot/pull/97940)). +- Fix crash when creating thumbnails for 3d textures ([GH-97979](https://github.com/godotengine/godot/pull/97979)). +- Forbid deleting inherited metadata properties ([GH-97986](https://github.com/godotengine/godot/pull/97986)). +- Fix `ControlEditorPopupButton` arrow position in RTL language ([GH-97996](https://github.com/godotengine/godot/pull/97996)). +- Fix Headless --import --quit crashes editor ([GH-98063](https://github.com/godotengine/godot/pull/98063)). +- Add a pin toggle to prevent involuntary bottom editor switching ([GH-98074](https://github.com/godotengine/godot/pull/98074)). +- Fix wrong base directory when creating folder ([GH-98075](https://github.com/godotengine/godot/pull/98075)). +- Rename internal EditorPlugin icon/name to match exposed methods ([GH-98132](https://github.com/godotengine/godot/pull/98132)). +- Show correct icons in remote object inspector (EditorDebuggerRemoteObject) ([GH-98156](https://github.com/godotengine/godot/pull/98156)). +- Add `EditorHelpBitTooltip` as a child of `p_target` to avoid jitter ([GH-98160](https://github.com/godotengine/godot/pull/98160)). +- Fix dictionary editor removing wrong keys and not updating key labels ([GH-98220](https://github.com/godotengine/godot/pull/98220)). +- Don't flip playback control buttons in RTL layout ([GH-98222](https://github.com/godotengine/godot/pull/98222)). +- Fix selecting root node before button released ([GH-98232](https://github.com/godotengine/godot/pull/98232)). +- Fix typos in `AnimationMarkerEdit` ([GH-98254](https://github.com/godotengine/godot/pull/98254)). +- Add fuzzy string matching to quick open search ([GH-98278](https://github.com/godotengine/godot/pull/98278)). +- Optimize `TileSetAtlasSource::_get_property_list` ([GH-98317](https://github.com/godotengine/godot/pull/98317)). +- Don't swap Advanced Import Settings button position based on Swap OK Cancel ([GH-98323](https://github.com/godotengine/godot/pull/98323)). +- Show file names in remove files confirmation dialog ([GH-98539](https://github.com/godotengine/godot/pull/98539)). +- Add "OpenGL 3", "GLES" and "Linux/*BSD" to editor property capitalization ([GH-98553](https://github.com/godotengine/godot/pull/98553)). +- Add more property hint ranges for project settings ([GH-98554](https://github.com/godotengine/godot/pull/98554)). +- Fix `ColorPicker`'s remote synchronization when typing values ([GH-98567](https://github.com/godotengine/godot/pull/98567)). +- Fix run instances dialog scaling bug ([GH-98568](https://github.com/godotengine/godot/pull/98568)). +- Emit `filesystem_changed` only once per frame ([GH-98584](https://github.com/godotengine/godot/pull/98584)). +- Fix heap-use-after-free when ctrl-clicking controls in a container ([GH-98597](https://github.com/godotengine/godot/pull/98597)). +- Clear warning in the scene tree by creating an LightOccluder2D polygon ([GH-98637](https://github.com/godotengine/godot/pull/98637)). +- Add editor setting to stop the bottom panel from switching to the Stack Trace ([GH-98657](https://github.com/godotengine/godot/pull/98657)). +- Remove unused FILE_INFO from FileSystem dock ([GH-98662](https://github.com/godotengine/godot/pull/98662)). +- Fix certain editor plugins not showing when they should ([GH-98675](https://github.com/godotengine/godot/pull/98675)). +- Expose `get_editor_toaster` method to `EditorInterface` ([GH-98680](https://github.com/godotengine/godot/pull/98680)). +- Fix crash in Quick Open Dialog ([GH-98692](https://github.com/godotengine/godot/pull/98692)). +- Update SceneUniqueName button text for clarity ([GH-98745](https://github.com/godotengine/godot/pull/98745)). +- Don't tint editor bottom panel icons when hovered or pressed ([GH-98765](https://github.com/godotengine/godot/pull/98765)). +- Add copy button to toast notification ([GH-98778](https://github.com/godotengine/godot/pull/98778)). +- Improve EditorToaster code ([GH-98794](https://github.com/godotengine/godot/pull/98794)). +- Close toasts instantly when Close button is pressed ([GH-98797](https://github.com/godotengine/godot/pull/98797)). +- Fix issue where scrolling to item center would overflow on top ([GH-98829](https://github.com/godotengine/godot/pull/98829)). +- Debugger: Better settings configuration for RuntimeNodeSelect and Window quit ([GH-98891](https://github.com/godotengine/godot/pull/98891)). +- Add toggle to hide filtered out parents in the "SceneTree" dock ([GH-98926](https://github.com/godotengine/godot/pull/98926)). +- Fix order of editor features ([GH-98988](https://github.com/godotengine/godot/pull/98988)). +- Embed game process in editor ([GH-99010](https://github.com/godotengine/godot/pull/99010)). +- Fix float value used for integer performance monitors ([GH-99068](https://github.com/godotengine/godot/pull/99068)). +- Display CPU and GPU model name in the editor visual profiler ([GH-99086](https://github.com/godotengine/godot/pull/99086)). +- Make bottom panel switch when pinned and removed ([GH-99096](https://github.com/godotengine/godot/pull/99096)). +- Add minimum size to some debugger elements ([GH-99113](https://github.com/godotengine/godot/pull/99113)). +- Restore original root name if renaming instance to empty ([GH-99139](https://github.com/godotengine/godot/pull/99139)). +- Remove corresponding .uid file when removing file ([GH-99144](https://github.com/godotengine/godot/pull/99144)). +- Create .uid file when creating new Resource ([GH-99147](https://github.com/godotengine/godot/pull/99147)). +- Remove unnecessary array construction when initializing the project manager ([GH-99213](https://github.com/godotengine/godot/pull/99213)). +- Fix global paths in EditorPropertyPath ([GH-99389](https://github.com/godotengine/godot/pull/99389)). +- Add a keyboard shortcut to perform one-click deploy with devices in the list ([GH-99405](https://github.com/godotengine/godot/pull/99405)). +- Disable the debugger thread selector when there's nothing to select ([GH-99417](https://github.com/godotengine/godot/pull/99417)). +- Show editor toaster when copying `[codeblock]` in class reference ([GH-99451](https://github.com/godotengine/godot/pull/99451)). +- Allow dragging to specific folders in filesystem dock ([GH-99453](https://github.com/godotengine/godot/pull/99453)). +- Improve appearance of external links in built-in docs ([GH-99480](https://github.com/godotengine/godot/pull/99480)). +- Fix toast spam about child of container position ([GH-99482](https://github.com/godotengine/godot/pull/99482)). +- Fix viewport message offsets ([GH-99487](https://github.com/godotengine/godot/pull/99487)). +- Fix inspector section iteration in `update_tree` ([GH-99544](https://github.com/godotengine/godot/pull/99544)). +- Add tooltips to dock menu and remove disabled items ([GH-99550](https://github.com/godotengine/godot/pull/99550)). +- Improve run instances UX: avoid removing data and add a clear popup ([GH-99649](https://github.com/godotengine/godot/pull/99649)). +- Fix closing dropdown on EditorResourcePicker in Single Window Mode ([GH-99653](https://github.com/godotengine/godot/pull/99653)). +- Fix argument error when restarting project by executing Project -> Tools -> Upgrade Mesh Surface ([GH-99695](https://github.com/godotengine/godot/pull/99695)). +- Improve Scene Tree editor performance ([GH-99700](https://github.com/godotengine/godot/pull/99700)). +- Fix error when favoriting some types of properties ([GH-99723](https://github.com/godotengine/godot/pull/99723)). +- Compare localized path against editor scene path when reloading ([GH-99741](https://github.com/godotengine/godot/pull/99741)). +- Use Vector4 for texture mask in BaseMaterial to avoid converting to and from Plane ([GH-99743](https://github.com/godotengine/godot/pull/99743)). +- Strip any trailing slashes when reading the default project path ([GH-99776](https://github.com/godotengine/godot/pull/99776)). +- Fix non-empty project folder confirmation dialog ([GH-99787](https://github.com/godotengine/godot/pull/99787)). +- Make the alt selection menu available for all modes ([GH-99795](https://github.com/godotengine/godot/pull/99795)). +- Fix use after free in redo of "Create Custom Bone2D(s) from Node(s)" ([GH-99800](https://github.com/godotengine/godot/pull/99800)). +- Change Event Configuration dialog wider and its input list taller for better usability ([GH-99829](https://github.com/godotengine/godot/pull/99829)). +- Fix progress dialog steals focus ([GH-99844](https://github.com/godotengine/godot/pull/99844)). +- Check if EditorNode exists before trying to generate preview ([GH-99846](https://github.com/godotengine/godot/pull/99846)). +- Don't create an UndoRedo action if Autoload order doesn't change after Drag & Drop ([GH-99898](https://github.com/godotengine/godot/pull/99898)). +- Fix loading layout with floating dock in single window mode and fix `restore_windows_on_load` ([GH-99904](https://github.com/godotengine/godot/pull/99904)). +- Fix selecting and editing invisible items in SubViewports ([GH-99942](https://github.com/godotengine/godot/pull/99942)). +- Ignore `__MACOSX` directory for export template and project ZIPs ([GH-99947](https://github.com/godotengine/godot/pull/99947)). +- Make Inspector search inside sub-resources ([GH-99966](https://github.com/godotengine/godot/pull/99966)). +- Ignore custom tooltip if its text is empty in signals tab ([GH-99982](https://github.com/godotengine/godot/pull/99982)). +- Fix extensions when saving resource as ([GH-99987](https://github.com/godotengine/godot/pull/99987)). +- Fix FileSystem dock filter reset when tree rebuilds ([GH-99990](https://github.com/godotengine/godot/pull/99990)). +- Fix for `RuntimeNodeSelect` `selection_list` showing up as an orphaned node when editor is open during runtime ([GH-99992](https://github.com/godotengine/godot/pull/99992)). +- Don't rebuild tree when navigating to path ([GH-100010](https://github.com/godotengine/godot/pull/100010)). +- Don't navigate to path when file is double-clicked ([GH-100012](https://github.com/godotengine/godot/pull/100012)). +- Fix UI inconsistencies in `EditorFileDialog`'s toolbar ([GH-100027](https://github.com/godotengine/godot/pull/100027)). +- Fix vertical alignment of the main menu bar ([GH-100030](https://github.com/godotengine/godot/pull/100030)). +- Add missing cleanup of editor history & set appropriate class icon for object in it ([GH-100091](https://github.com/godotengine/godot/pull/100091)). +- Force fixed undo history to make editor shortcuts use global history ([GH-100120](https://github.com/godotengine/godot/pull/100120)). +- Add `popup_create_dialog()` for `EditorInterface` to create custom create dialog ([GH-100135](https://github.com/godotengine/godot/pull/100135)). +- Fix scroll to symbol's documentation ([GH-100156](https://github.com/godotengine/godot/pull/100156)). +- Add color channel filter to editor texture previews ([GH-100157](https://github.com/godotengine/godot/pull/100157)). +- Fix root folder logic in the filesystem ([GH-100161](https://github.com/godotengine/godot/pull/100161)). +- Fix missing focus outline for 2D and 3D editor viewports ([GH-100171](https://github.com/godotengine/godot/pull/100171)). +- Fix FileSystem dock navigation when using Split Mode ([GH-100336](https://github.com/godotengine/godot/pull/100336)). +- Don't rebuild tree when selecting a file in FileSystem list view ([GH-100376](https://github.com/godotengine/godot/pull/100376)). +- Improve UID support for main scene ([GH-100408](https://github.com/godotengine/godot/pull/100408)). +- Fix DependencyRemoveDialog not handling UIDs ([GH-100409](https://github.com/godotengine/godot/pull/100409)). +- Fix folders uncollapsed after restart with filter ([GH-100419](https://github.com/godotengine/godot/pull/100419)). +- Fix non-creation of editor temporary dir ([GH-100510](https://github.com/godotengine/godot/pull/100510)). +- [Dictionary Property Editor] Use property editors instead of labels to display keys ([GH-100512](https://github.com/godotengine/godot/pull/100512)). +- Fix Timer error on startup ([GH-100530](https://github.com/godotengine/godot/pull/100530)). +- Rework dock layout management ([GH-100558](https://github.com/godotengine/godot/pull/100558)). +- Node2D/3D: Make position follow default float step ([GH-100597](https://github.com/godotengine/godot/pull/100597)). +- Fix autostart indicator going to wrong debugger ([GH-100648](https://github.com/godotengine/godot/pull/100648)). +- Fix `@export` open scene button not working ([GH-100654](https://github.com/godotengine/godot/pull/100654)). +- Don't recursively call `_update_tree` ([GH-100670](https://github.com/godotengine/godot/pull/100670)). +- Add a context menu to quick open dialog ([GH-100679](https://github.com/godotengine/godot/pull/100679)). +- Restore old `Ctrl+Click` behavior ([GH-100707](https://github.com/godotengine/godot/pull/100707)). +- Fix icon UIDs in Project Manager ([GH-100717](https://github.com/godotengine/godot/pull/100717)). +- Improve script class display in Create dialog ([GH-100729](https://github.com/godotengine/godot/pull/100729)). +- Fix crash when using one-click deploy ([GH-100738](https://github.com/godotengine/godot/pull/100738)). +- Assign the project manager title to the node instead of DisplayServer ([GH-100745](https://github.com/godotengine/godot/pull/100745)). +- Re-create missing .uid files ([GH-100787](https://github.com/godotengine/godot/pull/100787)). +- Show tooltips for `res://` and `uid://` strings in ScriptEditor ([GH-100803](https://github.com/godotengine/godot/pull/100803)). +- ProjectManager: Update project list placeholder when project is created ([GH-100863](https://github.com/godotengine/godot/pull/100863)). +- Fix debugging embedded game does not refocus on continue ([GH-100916](https://github.com/godotengine/godot/pull/100916)). +- Respect `PROPERTY_USAGE_NEVER_DUPLICATE` with Make Sub-Resources Unique ([GH-100925](https://github.com/godotengine/godot/pull/100925)). +- Assign new UID when duplicating file externally ([GH-100927](https://github.com/godotengine/godot/pull/100927)). +- Fix dictionary editor steals focus when reloading script ([GH-100932](https://github.com/godotengine/godot/pull/100932)). +- Fix Script metadata usage ([GH-101001](https://github.com/godotengine/godot/pull/101001)). +- Remember QuickOpenDialog history between sessions ([GH-101038](https://github.com/godotengine/godot/pull/101038)). +- Don't scroll to selected file in FileSystem when saving scenes ([GH-101078](https://github.com/godotengine/godot/pull/101078)). +- Reorganize EditorNode menu options ([GH-101093](https://github.com/godotengine/godot/pull/101093)). +- Simplify scene tabs option disabling ([GH-101094](https://github.com/godotengine/godot/pull/101094)). +- Make sure marked nodes are reset on scene change ([GH-101145](https://github.com/godotengine/godot/pull/101145)). +- Fix embedded game focus border ([GH-101153](https://github.com/godotengine/godot/pull/101153)). +- Fix documentation tooltip over debug tooltip ([GH-101156](https://github.com/godotengine/godot/pull/101156)). +- Allow prefixing with '%' to set a node as unique in the Scene Tree Dock ([GH-101163](https://github.com/godotengine/godot/pull/101163)). +- Android Editor: Fix themed icon ([GH-101180](https://github.com/godotengine/godot/pull/101180)). +- Fix crash when using `--import --verbose` due to use-after-free ([GH-101182](https://github.com/godotengine/godot/pull/101182)). +- Add editor setting to globally override project game mode settings ([GH-101283](https://github.com/godotengine/godot/pull/101283)). +- Fix duplicate buttons style to match the other buttons in the SpriteFrames editor plugin ([GH-101315](https://github.com/godotengine/godot/pull/101315)). +- Change print warnings to config ones for popups that need transparency ([GH-101321](https://github.com/godotengine/godot/pull/101321)). +- Fix frame list icon mode is set two times ([GH-101335](https://github.com/godotengine/godot/pull/101335)). +- Draw fewer fishbones to improve Path gizmo readability and performance ([GH-101350](https://github.com/godotengine/godot/pull/101350)). +- Fix selection in 3D Game view ([GH-101368](https://github.com/godotengine/godot/pull/101368)). +- Fallback to primary screen if no window layout is saved in project metadata ([GH-101381](https://github.com/godotengine/godot/pull/101381)). +- Change editor viewports gizmos mouse enter/exit from using signals to notifications ([GH-101404](https://github.com/godotengine/godot/pull/101404)). +- Fix Game View cannot be editor feature disabled ([GH-101405](https://github.com/godotengine/godot/pull/101405)). +- Return fast for built-in class icon ([GH-101435](https://github.com/godotengine/godot/pull/101435)). +- Add `Copy Script UID` option to Script Editor ([GH-101445](https://github.com/godotengine/godot/pull/101445)). +- Allow removing files in the file search ([GH-101472](https://github.com/godotengine/godot/pull/101472)). +- Allow smaller minimum width of VersionControlEditorPlugin ([GH-101478](https://github.com/godotengine/godot/pull/101478)). +- Optimize classnames enumeration ([GH-101489](https://github.com/godotengine/godot/pull/101489)). +- Update Android editor name and add missing icons ([GH-101526](https://github.com/godotengine/godot/pull/101526)). +- Respect order of extensions for ResourceFormatSavers with `at_front` ([GH-101543](https://github.com/godotengine/godot/pull/101543)). +- Make the `empty_list_actions` HBoxContainer into a FlowContainer ([GH-101557](https://github.com/godotengine/godot/pull/101557)). +- Don't instantiate `ColorPicker` in `EditorPropertyColor` constructor ([GH-101570](https://github.com/godotengine/godot/pull/101570)). +- Fix crashes when pressing enter on project manager screen ([GH-101572](https://github.com/godotengine/godot/pull/101572)). +- Fix conversion plugin search showing errors on `TextFile` and `OtherFile` ([GH-101574](https://github.com/godotengine/godot/pull/101574)). +- Fix project manager window size when `EDSCALE` is not 1.0 ([GH-101576](https://github.com/godotengine/godot/pull/101576)). +- Fix certain channel masks for Texture previewer ([GH-101594](https://github.com/godotengine/godot/pull/101594)). +- Replace some problematic uses of `String::num` to `String::num_int64` ([GH-101595](https://github.com/godotengine/godot/pull/101595)). +- Tweak Quick Open theming ([GH-101598](https://github.com/godotengine/godot/pull/101598)). +- Rework script external modification tracking ([GH-101616](https://github.com/godotengine/godot/pull/101616)). +- Fix crash in `Particles3DEmissionShapeGizmoPlugin` ([GH-101636](https://github.com/godotengine/godot/pull/101636)). +- Create .uid files in EditorFileSystem ([GH-101650](https://github.com/godotengine/godot/pull/101650)). +- Don't duplicate .uid files ([GH-101683](https://github.com/godotengine/godot/pull/101683)). +- Fix Embedded Game Window with user arguments ([GH-101739](https://github.com/godotengine/godot/pull/101739)). +- Fix inspector jumping when gaining focus ([GH-101768](https://github.com/godotengine/godot/pull/101768)). +- Scene debugger fix for remote debugging without editor running ([GH-101784](https://github.com/godotengine/godot/pull/101784)). +- Fix Embedded Game Size ([GH-101807](https://github.com/godotengine/godot/pull/101807)). +- Fix Floating Game Window Title ([GH-101809](https://github.com/godotengine/godot/pull/101809)). +- Fix resource details will unexpectedly expand ([GH-101817](https://github.com/godotengine/godot/pull/101817)). +- Android Editor: Disable magnify gesture in the `ScriptEditor` ([GH-101841](https://github.com/godotengine/godot/pull/101841)). +- Fix `NOTIFICATION_WM_CLOSE_REQUEST` in Embedded Floating Window ([GH-101895](https://github.com/godotengine/godot/pull/101895)). +- 2D: Fix `CanvasTexture` rendering when updating channels ([GH-101931](https://github.com/godotengine/godot/pull/101931)). +- Fix ProgressDialog in single window mode ([GH-101933](https://github.com/godotengine/godot/pull/101933)). +- Disable Game Embedding in Single Window Mode ([GH-101936](https://github.com/godotengine/godot/pull/101936)). +- Fix flickering in embedded game when paused ([GH-102006](https://github.com/godotengine/godot/pull/102006)). +- Ask before restarting project from settings ([GH-102017](https://github.com/godotengine/godot/pull/102017)). +- Use `FlowContainer` for `Profiler` and `Visual Profiler` bars ([GH-102024](https://github.com/godotengine/godot/pull/102024)). +- Add missing metadata saving for embed size mode ([GH-102027](https://github.com/godotengine/godot/pull/102027)). +- Fix BadWindow error when stopping embedded game on Linux ([GH-102045](https://github.com/godotengine/godot/pull/102045)). +- Make save confirmation a child of last exclusive window of EditorNode before popup ([GH-102070](https://github.com/godotengine/godot/pull/102070)). +- Add UID upgrade tool ([GH-102071](https://github.com/godotengine/godot/pull/102071)). +- Fix Embedded Game disappear when not focused on KDE 5 ([GH-102104](https://github.com/godotengine/godot/pull/102104)). +- `EditorToaster::popup_str()` must always defer to the main MessageQueue ([GH-102181](https://github.com/godotengine/godot/pull/102181)). +- Fix vertex indices showing as float ([GH-102212](https://github.com/godotengine/godot/pull/102212)). +- Fix crash when ProgressDialog is outside tree ([GH-102237](https://github.com/godotengine/godot/pull/102237)). +- Fix Embed Game not available when multi window is disabled ([GH-102238](https://github.com/godotengine/godot/pull/102238)). +- Fix Modal Dialog with Embedded Game ([GH-102247](https://github.com/godotengine/godot/pull/102247)). +- Fix slow resize Embedded Game Window ([GH-102251](https://github.com/godotengine/godot/pull/102251)). +- Remove unnecessary rescan after copying file ([GH-102260](https://github.com/godotengine/godot/pull/102260)). +- Don't return Tree items outside visible rect ([GH-102262](https://github.com/godotengine/godot/pull/102262)). +- Update modified time when reloading script ([GH-102297](https://github.com/godotengine/godot/pull/102297)). +- Setup working directory when quitting to project manager ([GH-102307](https://github.com/godotengine/godot/pull/102307)). +- Fix Floating Window focus on run ([GH-102312](https://github.com/godotengine/godot/pull/102312)). +- Fix Floating Window overlapping when on screen edge on KDE ([GH-102314](https://github.com/godotengine/godot/pull/102314)). +- Fix runtime crash with 3D selection with no camera ([GH-102329](https://github.com/godotengine/godot/pull/102329)). +- Fix Escape does not work the first time when pressed at the Find(Replace)Bar ([GH-102332](https://github.com/godotengine/godot/pull/102332)). +- Fix 'Show in FileSystem' jumps to incorrect entry under certain conditions ([GH-102336](https://github.com/godotengine/godot/pull/102336)). +- Fix wrong inspector offset on scene switch ([GH-102379](https://github.com/godotengine/godot/pull/102379)). +- Prevent save confirmation dialog from trying to parent to itself ([GH-102444](https://github.com/godotengine/godot/pull/102444)). +- Fix Floating Window request close when a dialog is opened ([GH-102470](https://github.com/godotengine/godot/pull/102470)). +- Improve UID file creation condition ([GH-102489](https://github.com/godotengine/godot/pull/102489)). +- Fix regression in moving resources in filesystem dock ([GH-102493](https://github.com/godotengine/godot/pull/102493)). +- Fix heap-use-after-free when changing 2D editor selection ([GH-102510](https://github.com/godotengine/godot/pull/102510)). +- Fix accessing UID before first scan ([GH-102513](https://github.com/godotengine/godot/pull/102513)). +- Change output format for milliseconds in timestamps to 3 zeroes ([GH-102530](https://github.com/godotengine/godot/pull/102530)). +- Fix double `set_name` in renaming node ([GH-102553](https://github.com/godotengine/godot/pull/102553)). +- Fix History Dock default state ([GH-102555](https://github.com/godotengine/godot/pull/102555)). +- Fix AtlasTexture editor previews for compressed textures ([GH-102559](https://github.com/godotengine/godot/pull/102559)). +- Navigate to folder when double-clicking favorite ([GH-102592](https://github.com/godotengine/godot/pull/102592)). +- Fix empty Command Palette ([GH-102596](https://github.com/godotengine/godot/pull/102596)). +- Script Editor: Add option to disable documentation tooltips ([GH-102608](https://github.com/godotengine/godot/pull/102608)). +- Fix lag when resizing Floating Game Window ([GH-102618](https://github.com/godotengine/godot/pull/102618)). +- Fix global scripts not being added because of bad `global_script_class_cache.cfg` ([GH-102636](https://github.com/godotengine/godot/pull/102636)). +- Prevent deferred tooltip update crash ([GH-102659](https://github.com/godotengine/godot/pull/102659)). +- Silence missing icon error if UID cache is missing ([GH-102664](https://github.com/godotengine/godot/pull/102664)). +- Improve path handling in EditorQuickOpenDialog ([GH-102678](https://github.com/godotengine/godot/pull/102678)). +- Fix Inspector revert and animation keying button sizing ([GH-102681](https://github.com/godotengine/godot/pull/102681)). +- Fix focus being lost after adding a new input map entry in the editor ([GH-102683](https://github.com/godotengine/godot/pull/102683)). +- Don't select invisible items in FileSystem dock ([GH-102714](https://github.com/godotengine/godot/pull/102714)). +- EditorHelpBit: Workaround crash renaming named class inheriting `@tool` class ([GH-102729](https://github.com/godotengine/godot/pull/102729)). +- Store `_custom_type_script` meta as String ([GH-102737](https://github.com/godotengine/godot/pull/102737)). +- Add tooltip text to Polygon3DEditor buttons ([GH-102760](https://github.com/godotengine/godot/pull/102760)). +- Android Editor: Fix embed mode orientation handling ([GH-102802](https://github.com/godotengine/godot/pull/102802)). +- Fix modified time when LSP reload script ([GH-102811](https://github.com/godotengine/godot/pull/102811)). +- Don't mark cached previously pinned AnimationMixers ([GH-102813](https://github.com/godotengine/godot/pull/102813)). +- Fix "Game embedding not available" message on Wayland ([GH-102833](https://github.com/godotengine/godot/pull/102833)). +- Fix error with favorited properties with open sub-inspectors ([GH-102874](https://github.com/godotengine/godot/pull/102874)). +- Remove non-existent IPUnix conversion ([GH-102922](https://github.com/godotengine/godot/pull/102922)). +- Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play ([GH-102978](https://github.com/godotengine/godot/pull/102978)). +- Always allow selecting any rendering driver in the settings, add "auto" option ([GH-103026](https://github.com/godotengine/godot/pull/103026)). +- Don't show `Show in Filesystem` Popup for empty frames in `SpriteFrames` editor ([GH-103050](https://github.com/godotengine/godot/pull/103050)). +- Fix Embedded Game window wrong first startup location and size ([GH-103105](https://github.com/godotengine/godot/pull/103105)). +- Fix plugin icons not displayed ([GH-103143](https://github.com/godotengine/godot/pull/103143)). +- Load docks layout after their position is initialized ([GH-103266](https://github.com/godotengine/godot/pull/103266)). +- Replace error to info messages for embedded game ([GH-103339](https://github.com/godotengine/godot/pull/103339)). +- Add checks to prevent crashes when accessing the GameMenu api ([GH-103371](https://github.com/godotengine/godot/pull/103371)). +- Fix invalid startup embedded game location and size after resizing editor main area ([GH-103436](https://github.com/godotengine/godot/pull/103436)). +- Fix autoloaded scene loses their built-in script when upgrading to 4.4 ([GH-103439](https://github.com/godotengine/godot/pull/103439)). +- Validate custom type script before loading it ([GH-103467](https://github.com/godotengine/godot/pull/103467)). #### Export -- Provide ability to override `EditorExportPlugin::_export_end()` in C++ ([GH-72572](https://github.com/godotengine/godot/pull/72572)). -- Ensure Android keystore username and password are checked on export ([GH-83702](https://github.com/godotengine/godot/pull/83702)). -- [iOS export] Add export options for performance capabilities and min. iOS version ([GH-84162](https://github.com/godotengine/godot/pull/84162)). -- Update the validation logic for the package name ([GH-84676](https://github.com/godotengine/godot/pull/84676)). -- Add `single`/`double` as export features automatically ([GH-84711](https://github.com/godotengine/godot/pull/84711)). -- Fix order of operations for macOS template check ([GH-84990](https://github.com/godotengine/godot/pull/84990)). -- [iOS one-click] Add support for Xcode 15 devicectl ([GH-85546](https://github.com/godotengine/godot/pull/85546)). -- iOS: Use `mdfind` to check if Xcode is installed in one-click deploy code ([GH-85774](https://github.com/godotengine/godot/pull/85774)). -- Add option to install android build template for export ([GH-85819](https://github.com/godotengine/godot/pull/85819)). -- Ensure more export errors are reported to users ([GH-85845](https://github.com/godotengine/godot/pull/85845)). -- Add PWA option to ensure cross-origin isolation headers on web export ([GH-86089](https://github.com/godotengine/godot/pull/86089)). -- D3D12: Automatically copy runtime DLLs during export ([GH-86093](https://github.com/godotengine/godot/pull/86093)). -- Set an appropriate minimum size for labels in windows that display incorrectly ([GH-86145](https://github.com/godotengine/godot/pull/86145)). -- [iOS export] Improve `.xcframework` exporting ([GH-86288](https://github.com/godotengine/godot/pull/86288)). -- iOS: Remove deprecated LaunchImages support and switch to Storyboard by default ([GH-86312](https://github.com/godotengine/godot/pull/86312)). -- Specify the path to the Java SDK used for the Android gradle build ([GH-86383](https://github.com/godotengine/godot/pull/86383)). -- Add logging when macOS export will fail due to disabled texture formats ([GH-86769](https://github.com/godotengine/godot/pull/86769)). -- Hide Keystore Release password on Android's Export window ([GH-86882](https://github.com/godotengine/godot/pull/86882)). -- [macOS export] Fix RLE icon generation ([GH-86934](https://github.com/godotengine/godot/pull/86934)). -- [macOS/iOS export] Add option to set custom Info.plist data ([GH-87029](https://github.com/godotengine/godot/pull/87029)). -- Add clearer error message for missing project icon during Android export ([GH-87208](https://github.com/godotengine/godot/pull/87208)). -- Add basic multimesh data needed for headless export to the Dummy rendering server ([GH-87390](https://github.com/godotengine/godot/pull/87390)). -- Add DummyShader handling to Dummy RenderingServer to ensure shader parameters are saved in headless export ([GH-87392](https://github.com/godotengine/godot/pull/87392)). -- GDScript: Reintroduce binary tokenization on export ([GH-87634](https://github.com/godotengine/godot/pull/87634)). -- [macOS export] Allow unpacked .app export in "Distribution" export mode ([GH-87657](https://github.com/godotengine/godot/pull/87657)). -- Remove workaround in GLTF exporter that double converts `ra` textures to `rg` ([GH-87775](https://github.com/godotengine/godot/pull/87775)). -- Don't invoke adb with no runnable Android preset ([GH-87823](https://github.com/godotengine/godot/pull/87823)). -- macOS: Generate min. `Info.plist` for frameworks if it's missing. Validate framework bundle ID characters ([GH-87908](https://github.com/godotengine/godot/pull/87908)). -- Fix data race regarding `server_quit` in `EditorExportPlatformWeb` ([GH-88043](https://github.com/godotengine/godot/pull/88043)). -- Assign missing surface data fields in dummy render server ([GH-88210](https://github.com/godotengine/godot/pull/88210)). -- Allow export plugins to override export option values ([GH-88291](https://github.com/godotengine/godot/pull/88291)). -- Android: Allow using alternative Gradle build directory ([GH-88297](https://github.com/godotengine/godot/pull/88297)). -- Unify settings for PC texture formats, removed obsoleted ETC feature ([GH-88325](https://github.com/godotengine/godot/pull/88325)). -- GDScript: Fix extension comparison for exported scripts ([GH-88365](https://github.com/godotengine/godot/pull/88365)). -- Add export setting to specify whether the native libraries should be compressed for the gradle build ([GH-88385](https://github.com/godotengine/godot/pull/88385)). -- Add an `Advanced Options` toggle to the editor export preset ([GH-88419](https://github.com/godotengine/godot/pull/88419)). -- Display a warning if device CPU architecture is not active in the export preset ([GH-88611](https://github.com/godotengine/godot/pull/88611)). -- Physics: Fix exporting with 3D disabled ([GH-88668](https://github.com/godotengine/godot/pull/88668)). -- Update the list of advanced export options for the Android platform ([GH-88840](https://github.com/godotengine/godot/pull/88840)). -- GDScript: Canonicalize script path in FQCN ([GH-88853](https://github.com/godotengine/godot/pull/88853)). -- Don't attempt shutting down adb on exit if not started ([GH-88865](https://github.com/godotengine/godot/pull/88865)). -- GDScript: Fix paths in `ResourceFormatLoaderGDScript::load()` ([GH-89005](https://github.com/godotengine/godot/pull/89005)). -- Linux: Handle export preset compat with 'Linux/X11' platform name ([GH-89044](https://github.com/godotengine/godot/pull/89044)). -- Update the Android export validation logic to account for the custom gradle android source template ([GH-89173](https://github.com/godotengine/godot/pull/89173)). -- Use relative file base offset for embedded PCK ([GH-89214](https://github.com/godotengine/godot/pull/89214)). -- Fix reporting exit code when command line export fails ([GH-89234](https://github.com/godotengine/godot/pull/89234)). -- iOS: Restore backward compatibility with old export templates ([GH-89348](https://github.com/godotengine/godot/pull/89348)). -- GDScript: Fix continuation lines in `GDScriptTokenizerBuffer` ([GH-89472](https://github.com/godotengine/godot/pull/89472)). -- Windows: Fix exporting as ZIP when console wrapper and/or embedded PCK is enabled ([GH-89511](https://github.com/godotengine/godot/pull/89511)). -- Fix `gdextensionlibs.json` storage path in Android gradle build ([GH-89579](https://github.com/godotengine/godot/pull/89579)). -- [iOS Export] Check directory content before deleting old export leftovers ([GH-89790](https://github.com/godotengine/godot/pull/89790)). -- Allow skipping imported resource files from export ([GH-90365](https://github.com/godotengine/godot/pull/90365)). -- [iOS export] Add support for privacy manifest configuration ([GH-90375](https://github.com/godotengine/godot/pull/90375)). -- Android: Add `POST_NOTIFICATIONS` permission to the list of permissions available in the Export dialog ([GH-90377](https://github.com/godotengine/godot/pull/90377)). -- [iOS Export] Fix adding static libs to the Xcode project ([GH-90379](https://github.com/godotengine/godot/pull/90379)). -- Windows: Support all possible suffixes for console wrapper ([GH-90387](https://github.com/godotengine/godot/pull/90387)). -- [macOS export] Detect embedded helper executables using MachO header ([GH-90428](https://github.com/godotengine/godot/pull/90428)). -- Add `--import` command-line flag ([GH-90431](https://github.com/godotengine/godot/pull/90431)). -- Android: Standardize permission descriptions, add urls, remove deprecated tag from non-deprecated permission ([GH-90546](https://github.com/godotengine/godot/pull/90546)). -- Fix issue with resolving the path for the Android keystore file ([GH-90603](https://github.com/godotengine/godot/pull/90603)). -- Fix the logic to load export preset's options overrides ([GH-90606](https://github.com/godotengine/godot/pull/90606)). -- Automatically generate the Android debug keystore ([GH-90611](https://github.com/godotengine/godot/pull/90611)). -- Web: Fix serve.py utility on Windows ([GH-90698](https://github.com/godotengine/godot/pull/90698)). -- Fix issue causing the `copyAndRename*` task to fail on occasions on Windows machines ([GH-90802](https://github.com/godotengine/godot/pull/90802)). -- Splash image support and new progress bar for HTML5 Web Export ([GH-91128](https://github.com/godotengine/godot/pull/91128)). -- Fix export dialog sizing issue on small devices ([GH-91291](https://github.com/godotengine/godot/pull/91291)). -- Add more Remote Debug options to the web platform ([GH-91369](https://github.com/godotengine/godot/pull/91369)). -- [macOS export] Add support for privacy manifest configuration ([GH-91377](https://github.com/godotengine/godot/pull/91377)). -- Default to non-threaded export setting for the web ([GH-91623](https://github.com/godotengine/godot/pull/91623)). -- Web: Fix splash screen background color in HTML shell ([GH-91852](https://github.com/godotengine/godot/pull/91852)). -- Web: Fix quotes style in HTML shell head include ([GH-91856](https://github.com/godotengine/godot/pull/91856)). -- Disable remote debug button when there are no runnable presets ([GH-92032](https://github.com/godotengine/godot/pull/92032)). -- Use `GLOBAL_GET` for `window_{height,width}_override` ([GH-92075](https://github.com/godotengine/godot/pull/92075)). -- Fix web export state for Remote Debug ([GH-92163](https://github.com/godotengine/godot/pull/92163)). -- Ensure that Godot's version of `libc++_shared.so` is always selected ([GH-92525](https://github.com/godotengine/godot/pull/92525)). -- Fix iOS exports never embedding framework bundles ([GH-92692](https://github.com/godotengine/godot/pull/92692)). -- [iOS export] Automatically generate ARM64 simulator library from device library if it's missing ([GH-92750](https://github.com/godotengine/godot/pull/92750)). -- Fix issues related to code-signing for macOS exports ([GH-93101](https://github.com/godotengine/godot/pull/93101)). -- Android: Revert hiding of custom templates under the `Advanced Options` toggle ([GH-93551](https://github.com/godotengine/godot/pull/93551)). -- Web: Add "threads"/"nothreads" feature tags to export presets ([GH-93556](https://github.com/godotengine/godot/pull/93556)). -- Add `nothreads` feature tag to signify lack of `THREADS_ENABLED` ([GH-93563](https://github.com/godotengine/godot/pull/93563)). -- EditorExportPlugin: Call `_export_file` for all resource types ([GH-93878](https://github.com/godotengine/godot/pull/93878)). -- Fix error when exporting files without import parameters ([GH-94405](https://github.com/godotengine/godot/pull/94405)). -- Fix issue preventing enabling the remote button for Android/iOS ([GH-94425](https://github.com/godotengine/godot/pull/94425)). -- [macOS export] Do not stop export on signing errors ([GH-94677](https://github.com/godotengine/godot/pull/94677)). -- Fix Android export failing with custom keystores and no JDK setup in the OS environment ([GH-94809](https://github.com/godotengine/godot/pull/94809)). -- Windows: Improve editor grouping, set friendly name registry key for exported projects ([GH-94976](https://github.com/godotengine/godot/pull/94976)). -- iOS: Fix dylib GDExtension conversion ([GH-95323](https://github.com/godotengine/godot/pull/95323)). +- Allow adding custom export platforms using scripts / GDExtension ([GH-90782](https://github.com/godotengine/godot/pull/90782)). +- [Android Editor] Add support for exporting platform binaries ([GH-93526](https://github.com/godotengine/godot/pull/93526)). +- Update the visibility for the custom templates for all platforms ([GH-93867](https://github.com/godotengine/godot/pull/93867)). +- [Windows/Linux] Check custom export templates architecture ([GH-94588](https://github.com/godotengine/godot/pull/94588)). +- Fix crash or unclear messages when exporting with invalid arguments ([GH-95005](https://github.com/godotengine/godot/pull/95005)). +- macOS: Use per-architecture min. OS version for export ([GH-95885](https://github.com/godotengine/godot/pull/95885)). +- Display project settings splash color on web export ([GH-96625](https://github.com/godotengine/godot/pull/96625)). +- Re-enable macOS .app export from Windows, add warnings about Unix permissions ([GH-96669](https://github.com/godotengine/godot/pull/96669)). +- Fix issue with GDScript binary tokens being non-deterministic ([GH-96855](https://github.com/godotengine/godot/pull/96855)). +- Expose `get_export_option_visibility` to editor plugins ([GH-96980](https://github.com/godotengine/godot/pull/96980)). +- Add ability to export patch packs ([GH-97118](https://github.com/godotengine/godot/pull/97118)). +- Ensure excluded GDExtension files are not included in `extension_list.cfg` ([GH-97216](https://github.com/godotengine/godot/pull/97216)). +- Add ability for PCK patches to remove files ([GH-97356](https://github.com/godotengine/godot/pull/97356)). +- Add support for Android Themed Icons (monochrome) ([GH-97517](https://github.com/godotengine/godot/pull/97517)). +- [Android editor] Enable automatic install of exported apks for the Android editor ([GH-97631](https://github.com/godotengine/godot/pull/97631)). +- GDExtension: Improve error messages during export ([GH-97765](https://github.com/godotengine/godot/pull/97765)). +- GDScript: Fix `GDScriptCache::get_full_script()` uses non-remapped path ([GH-97769](https://github.com/godotengine/godot/pull/97769)). +- iOS: Add support for dark and tinted icon versions ([GH-97789](https://github.com/godotengine/godot/pull/97789)). +- Add default value of editor property `export/android/android_sdk_path` for Windows, Linux, and macOS ([GH-97992](https://github.com/godotengine/godot/pull/97992)). +- Support for XCode 8+ feature `PROVISIONING_PROFILE_SPECIFIER` ([GH-98093](https://github.com/godotengine/godot/pull/98093)). +- Additional macOS codesign entitlements and print verbose ([GH-98126](https://github.com/godotengine/godot/pull/98126)). +- Fix Android app permissions for SDK levels earlier than 28 ([GH-98230](https://github.com/godotengine/godot/pull/98230)). +- Fix monochrome icon, add warning when it's not specified ([GH-98603](https://github.com/godotengine/godot/pull/98603)). +- Editor: Copy encryption and script settings on export preset duplication ([GH-98739](https://github.com/godotengine/godot/pull/98739)). +- GDExtension: Improve macOS library loading/export ([GH-98809](https://github.com/godotengine/godot/pull/98809)). +- Allow setting custom initialization vector for FileAccessEncrypted. Add export setting to set static seed for PCK encryption initialization vectors ([GH-98918](https://github.com/godotengine/godot/pull/98918)). +- Add `CATEGORY_UNDEFINED` option in Android export ([GH-98971](https://github.com/godotengine/godot/pull/98971)). +- iOS: Add options to specify additional entitlements and capabilities in the export settings ([GH-99051](https://github.com/godotengine/godot/pull/99051)). +- Linux: Use safe IDs for native file dialog options. Show extensions in export dialog ([GH-99110](https://github.com/godotengine/godot/pull/99110)). +- Write text server data from memory, instead of using temporary file ([GH-99164](https://github.com/godotengine/godot/pull/99164)). +- Fix `PackedData::has_path()` using wrong path format ([GH-99165](https://github.com/godotengine/godot/pull/99165)). +- Fix Android boot splash and gradle build issue ([GH-99353](https://github.com/godotengine/godot/pull/99353)). +- Android: Refactor icon logic and make monochrome icon optional ([GH-99378](https://github.com/godotengine/godot/pull/99378)). +- Add persistent states for export with debug, as patch on editor restarts ([GH-99391](https://github.com/godotengine/godot/pull/99391)). +- Enable Deploy with Remote Debug by default in the editor ([GH-99428](https://github.com/godotengine/godot/pull/99428)). +- Add "Pack Project as ZIP..." to Project menu ([GH-99781](https://github.com/godotengine/godot/pull/99781)). +- Android: Delete `.idsig` on One Click Deploy ([GH-100103](https://github.com/godotengine/godot/pull/100103)). +- Allow using ICU data from export templates instead of editor embedded data ([GH-100104](https://github.com/godotengine/godot/pull/100104)). +- Use temp dirs instead of cache dirs for export ([GH-100150](https://github.com/godotengine/godot/pull/100150)). +- Android: Fix path to AAB in copyAndRenameBinary task ([GH-100756](https://github.com/godotengine/godot/pull/100756)). +- [Android Editor] Update handling of the `REQUEST_INSTALL_PACKAGES` permission ([GH-100815](https://github.com/godotengine/godot/pull/100815)). +- Ensure icon and splash paths on export ([GH-100920](https://github.com/godotengine/godot/pull/100920)). +- Respect system user setting for (un)installing APK ([GH-100938](https://github.com/godotengine/godot/pull/100938)). +- macOS: Allow running unpacked game files from .app bundle resources ([GH-101125](https://github.com/godotengine/godot/pull/101125)). +- Save instance and global uniform data in RenderingServerDummy ([GH-101210](https://github.com/godotengine/godot/pull/101210)). +- Windows: Update export script's task to work even on battery power ([GH-101257](https://github.com/godotengine/godot/pull/101257)). +- Fix ANGLE and D3D12 libraries inclusion in .zip export ([GH-101267](https://github.com/godotengine/godot/pull/101267)). +- Use implicit launch when running a Godot Android project from the editor ([GH-101498](https://github.com/godotengine/godot/pull/101498)). +- Update export preset options overrides before doing "Remote Debug" ([GH-101658](https://github.com/godotengine/godot/pull/101658)). +- iOS: Fix provisioning profile specifier / UUID validation ([GH-101706](https://github.com/godotengine/godot/pull/101706)). +- Android: Keep swipe-to-dismiss disabled by default ([GH-101996](https://github.com/godotengine/godot/pull/101996)). +- Update the app bundle's access and modified times to match the build time on macOS ([GH-102003](https://github.com/godotengine/godot/pull/102003)). +- Fix patch PCKs incorrectly marking imported resources for removal ([GH-102099](https://github.com/godotengine/godot/pull/102099)). +- Respect icon/splash screen import settings ([GH-102109](https://github.com/godotengine/godot/pull/102109)). +- Disable Metal and Vulkan renderers in simulator builds. Remove simulator support from editor/exporter ([GH-102179](https://github.com/godotengine/godot/pull/102179)). +- Export the `rendering/renderer/rendering_method.mobile` project setting to the AndroidManifest ([GH-102446](https://github.com/godotengine/godot/pull/102446)). +- Fix `modified_time` on Android ([GH-103080](https://github.com/godotengine/godot/pull/103080)). +- Fix cross-platform configuration of rendering driver settings (narrower approach) ([GH-103197](https://github.com/godotengine/godot/pull/103197)). #### GDExtension -- Allow registering "runtime classes" from GDExtension ([GH-82554](https://github.com/godotengine/godot/pull/82554)). -- Add an interface for loading extra documentation ([GH-83747](https://github.com/godotengine/godot/pull/83747)). -- Fix some DEFVALs to use the right type ([GH-84906](https://github.com/godotengine/godot/pull/84906)). -- Fix updating cached singletons when reloading GDScripts ([GH-85373](https://github.com/godotengine/godot/pull/85373)). -- CI: Add 4.2-stable.expected file for GDExtension compatibility checks ([GH-85748](https://github.com/godotengine/godot/pull/85748)). -- Fix overriding `CollisionObject3D::_mouse_enter()` and `_mouse_exit()` from GDExtension ([GH-85870](https://github.com/godotengine/godot/pull/85870)). -- Fix operator documentation in GDExtension API dump with docs ([GH-86087](https://github.com/godotengine/godot/pull/86087)). -- Replace `GDVIRTUAL_CALL` with `GDVIRTUAL_REQUIRED_CALL` where applicable ([GH-86169](https://github.com/godotengine/godot/pull/86169)). -- Correctly register editor-only module classes with the API ([GH-86209](https://github.com/godotengine/godot/pull/86209)). -- Fix `ScriptLanguageExtension::_find_function` argument names ([GH-86520](https://github.com/godotengine/godot/pull/86520)). -- Distinguish between dynamic library not found and can't be opened ([GH-86682](https://github.com/godotengine/godot/pull/86682)). -- Fix Android dynamic library loading ([GH-86792](https://github.com/godotengine/godot/pull/86792)). -- Editor: Add missing virtual bind to `EditorNode3DGizmo(Plugin)` ([GH-86881](https://github.com/godotengine/godot/pull/86881)). -- Fix virtual calls for GDExtension in `CollisionObject2D` ([GH-86908](https://github.com/godotengine/godot/pull/86908)). -- Add renaming of PDB files to avoid blocking them ([GH-87117](https://github.com/godotengine/godot/pull/87117)). -- Allow GDExtensions to register virtual methods and call them on scripts ([GH-87758](https://github.com/godotengine/godot/pull/87758)). -- Expose `NOTIFICATION_EXTENSION_RELOADED` to `ClassDB` ([GH-87863](https://github.com/godotengine/godot/pull/87863)). -- Add null check for GDExtension deinitialization ([GH-87938](https://github.com/godotengine/godot/pull/87938)). -- Fix `gdextension_compat_hashes.cpp` for double precision builds ([GH-88188](https://github.com/godotengine/godot/pull/88188)). -- Fix loading GDExtension dependencies on Android ([GH-88381](https://github.com/godotengine/godot/pull/88381)). -- Allow GDExtensions to set a `compatibility_maximum` ([GH-88417](https://github.com/godotengine/godot/pull/88417)). -- Unbind GDExtension methods that can't reasonably be used ([GH-88418](https://github.com/godotengine/godot/pull/88418)). -- Fix `-Wtype-limits` warning in `compatibility_maximum` patch check ([GH-88527](https://github.com/godotengine/godot/pull/88527)). -- Expose OpenXR hand tracker handles ([GH-88566](https://github.com/godotengine/godot/pull/88566)). -- Allow registering "runtime classes" in modules (not just GDExtension) ([GH-88683](https://github.com/godotengine/godot/pull/88683)). -- Use godot-cpp 4.2 for the "Godot CPP" CI workflow ([GH-88736](https://github.com/godotengine/godot/pull/88736)). -- Fix calling ancestor methods on runtime classes ([GH-88870](https://github.com/godotengine/godot/pull/88870)). -- Add extension support for argument count to `ScriptInstance` ([GH-89050](https://github.com/godotengine/godot/pull/89050)). -- Pass count when freeing method and property lists for script instances ([GH-89055](https://github.com/godotengine/godot/pull/89055)). -- TextServer: Use GDVIRTUAL_REQUIRED_CALL for required extensions methods, update extension docs ([GH-89207](https://github.com/godotengine/godot/pull/89207)). -- OpenXR: Allow GDExtensions to provide multiple, ordered composition layers ([GH-89460](https://github.com/godotengine/godot/pull/89460)). -- Print correct path when unable to find GDExtension library ([GH-89677](https://github.com/godotengine/godot/pull/89677)). -- Bind constants related to 6DOF joints ([GH-89851](https://github.com/godotengine/godot/pull/89851)). -- Fix `Resource::get_rid override` not working in GDExtension ([GH-90273](https://github.com/godotengine/godot/pull/90273)). -- XR: Fix binds for composition layer virtuals ([GH-90391](https://github.com/godotengine/godot/pull/90391)). -- Use `likely()` in `PtrToArg` when checking for null `Object *`s ([GH-90394](https://github.com/godotengine/godot/pull/90394)). -- Fix GDExtension hot reload for classes not created via `ClassDB::instantiate()` ([GH-90447](https://github.com/godotengine/godot/pull/90447)). -- Defer call to `set_break_language` ([GH-90776](https://github.com/godotengine/godot/pull/90776)). -- Compatibility: Add stub for VisualShaderNodeComment ([GH-90797](https://github.com/godotengine/godot/pull/90797)). -- Expose `ClassDB::class_get_property_default_value` method ([GH-90916](https://github.com/godotengine/godot/pull/90916)). -- Fix missing library path breaking hot reloading ([GH-90961](https://github.com/godotengine/godot/pull/90961)). -- Fix GDExtension documentation disappearing after hot-reload ([GH-91126](https://github.com/godotengine/godot/pull/91126)). -- Fix ptrcalls to static GDExtension methods ([GH-91153](https://github.com/godotengine/godot/pull/91153)). -- Provide `free_property_list_func` with length of array ([GH-91179](https://github.com/godotengine/godot/pull/91179)). -- Bind compatibility GDExtension methods removed in #88418 ([GH-91502](https://github.com/godotengine/godot/pull/91502)). -- Generate docs from GDExtensions using `--gdextension-docs` with `--doctool` ([GH-91518](https://github.com/godotengine/godot/pull/91518)). -- Add default implementation of `ScriptLanguageExtension::preferred_file_name_casing` ([GH-91570](https://github.com/godotengine/godot/pull/91570)). -- Prevent crash during shutdown as singletons are deleted ([GH-91806](https://github.com/godotengine/godot/pull/91806)). -- Release Engine after unregistering GDExtensions ([GH-92060](https://github.com/godotengine/godot/pull/92060)). -- Don't use `ERR_PRINT_ONCE()` for runtime class error because it will hide errors ([GH-92216](https://github.com/godotengine/godot/pull/92216)). -- Fix `ClassDB` not checking for editor classes properly ([GH-92345](https://github.com/godotengine/godot/pull/92345)). -- [TextServer, GDExtension] Fix building text servers as GDExtension, expose new/changed low-level methods to GDExtension API ([GH-92715](https://github.com/godotengine/godot/pull/92715)). -- Use GDExtension `to_string` in Node ([GH-92827](https://github.com/godotengine/godot/pull/92827)). -- Make `profiling_get_frame_data` call the correct GDVIRTUAL method ([GH-93281](https://github.com/godotengine/godot/pull/93281)). -- Object: Use const correct `GDExtensionConstStringNamePtr` ([GH-93288](https://github.com/godotengine/godot/pull/93288)). -- Fix setting base class properties on a runtime class ([GH-94089](https://github.com/godotengine/godot/pull/94089)). -- GDExtension docs: Advise bindings to use `uint64_t` for bitfields ([GH-94307](https://github.com/godotengine/godot/pull/94307)). -- Fix to restore `library_path` as absolute path ([GH-94373](https://github.com/godotengine/godot/pull/94373)). +- Expose `ClassDB.class_get_api_type()` method ([GH-90703](https://github.com/godotengine/godot/pull/90703)). +- Allow ClassDB to create a Object without postinitialization for GDExtension ([GH-91018](https://github.com/godotengine/godot/pull/91018)). +- Implement `GDExtensionLoader` concept ([GH-91166](https://github.com/godotengine/godot/pull/91166)). +- Tests: Ensure all default method arguments can be encoded ([GH-93134](https://github.com/godotengine/godot/pull/93134)). +- Mark virtual function as `is_required` in `extension_api.json` ([GH-93311](https://github.com/godotengine/godot/pull/93311)). +- Fix editor needs restart after adding GDExtensions ([GH-93972](https://github.com/godotengine/godot/pull/93972)). +- Fix reload of GDExtension libraries in framework package on macOS ([GH-95143](https://github.com/godotengine/godot/pull/95143)). +- Update GDExtension related CI after Godot 4.3-stable's release ([GH-95556](https://github.com/godotengine/godot/pull/95556)). +- Update expected API validation files for the releases of Godot 4.2 & 4.3 ([GH-95594](https://github.com/godotengine/godot/pull/95594)). +- Fix virtual binding for `ScriptLanguageExtension::_reload_scripts` ([GH-95730](https://github.com/godotengine/godot/pull/95730)). +- Bind Array and Packed*Array `get` and `set` functions ([GH-95930](https://github.com/godotengine/godot/pull/95930)). +- Temporarily disable "validation errors no longer occur" warnings ([GH-95962](https://github.com/godotengine/godot/pull/95962)). +- Windows: Call `AddDllDirectory()` with an absolute path ([GH-96192](https://github.com/godotengine/godot/pull/96192)). +- Fix loading GDExtensions in exported games ([GH-96287](https://github.com/godotengine/godot/pull/96287)). +- Show warning on missing PDB file, rather than error ([GH-96383](https://github.com/godotengine/godot/pull/96383)). +- Fix `bool` type appearing in GDExtension header ([GH-96406](https://github.com/godotengine/godot/pull/96406)). +- CI: Add C compile step for `gdextension_interface.h` ([GH-96408](https://github.com/godotengine/godot/pull/96408)). +- Allow class names to be unicode ([GH-96501](https://github.com/godotengine/godot/pull/96501)). +- Remove `get_rid_func` from `GDExtensionClassCreationInfo4` ([GH-96787](https://github.com/godotengine/godot/pull/96787)). +- Allow directly getting `ObjectID` from `Variant` ([GH-97119](https://github.com/godotengine/godot/pull/97119)). +- CI: Improve `godot-cpp` actions ([GH-97166](https://github.com/godotengine/godot/pull/97166)). +- Fix GDExtension classes inheriting from Resource not using icons in FileSystem ([GH-97421](https://github.com/godotengine/godot/pull/97421)). +- Use loader to check if the library exists ([GH-97532](https://github.com/godotengine/godot/pull/97532)). +- CI: Change `godot-cpp-test` from workflow to action ([GH-97742](https://github.com/godotengine/godot/pull/97742)). +- Fix loss of gdextension on editor startup ([GH-98041](https://github.com/godotengine/godot/pull/98041)). +- OpenXR: Allow GDExtensions to implement `_on_pre_draw_viewport()` and `_on_post_draw_viewport()` ([GH-98831](https://github.com/godotengine/godot/pull/98831)). +- Register Engine, OS, ProjectSettings, and Time singletons in time for `INITIZATION_LEVEL_CORE` ([GH-98862](https://github.com/godotengine/godot/pull/98862)). +- Support extension icons in ScriptCreateDialog ([GH-98914](https://github.com/godotengine/godot/pull/98914)). +- Add GDExtension `variant_get_ptr_internal_getter`, facilitating `VariantGetInternalPtr`-like behavior in GDExtension ([GH-99201](https://github.com/godotengine/godot/pull/99201)). +- Fix method binds not saying if they are varargs ([GH-99403](https://github.com/godotengine/godot/pull/99403)). +- Fix `Variant` modulo operation ([GH-99559](https://github.com/godotengine/godot/pull/99559)). +- CompositorEffect: should use `GDVIRTUAL_CALL()` so it works with GDExtension ([GH-99981](https://github.com/godotengine/godot/pull/99981)). +- Add method to set the class icon ([GH-100193](https://github.com/godotengine/godot/pull/100193)). +- Fix collision shape debug color breaking GDExtension ([GH-100317](https://github.com/godotengine/godot/pull/100317)). +- Fix `StreamPeerExtension::put_partial_data()` to call `_put_partial_data()` ([GH-100318](https://github.com/godotengine/godot/pull/100318)). +- Rename `GDExtensionCompatHashes` to make it clear it's only for exceptional situations ([GH-100622](https://github.com/godotengine/godot/pull/100622)). +- Add compatibility system for virtual methods ([GH-100674](https://github.com/godotengine/godot/pull/100674)). +- Use `MethodInfo::get_compatibility_hash()` to generate the hash for `MethodBind::get_hash()` and other GDExtension hash clean up ([GH-101449](https://github.com/godotengine/godot/pull/101449)). +- Expose OpenXR action handles to GDExtension ([GH-101503](https://github.com/godotengine/godot/pull/101503)). +- Fix memory leak when `ClassDB::bind_method_custom()` fails ([GH-102131](https://github.com/godotengine/godot/pull/102131)). +- Bind new core `METHOD_FLAG_VIRTUAL_REQUIRED` bitfield ([GH-103302](https://github.com/godotengine/godot/pull/103302)). #### GDScript -- Add editor settings for autocompletion with NodePath and StringName ([GH-66481](https://github.com/godotengine/godot/pull/66481)). -- Add `@export_custom` annotation ([GH-72912](https://github.com/godotengine/godot/pull/72912)). -- Improve autocompletion with `get_node` ([GH-79386](https://github.com/godotengine/godot/pull/79386)). -- Update completion menu even if no options exist ([GH-79387](https://github.com/godotengine/godot/pull/79387)). -- Add module description in markdown ([GH-81345](https://github.com/godotengine/godot/pull/81345)). -- Documentation: Add support for deprecated/experimental messages ([GH-81458](https://github.com/godotengine/godot/pull/81458)). -- Include lambda dependencies ([GH-81629](https://github.com/godotengine/godot/pull/81629)). -- Change GDScriptDataType `container_element_type` to vector container ([GH-81662](https://github.com/godotengine/godot/pull/81662)). -- Add `@export_storage` annotation ([GH-82122](https://github.com/godotengine/godot/pull/82122)). -- Core: Allow methods of built-in `Variant` types to be used as Callables ([GH-82264](https://github.com/godotengine/godot/pull/82264)). -- Improve error messages for invalid indexing ([GH-82639](https://github.com/godotengine/godot/pull/82639)). -- Allow `@export`ed Arrays to set property hints for their elements ([GH-82952](https://github.com/godotengine/godot/pull/82952)). -- Fix `@warning_ignore` annotation issues ([GH-83037](https://github.com/godotengine/godot/pull/83037)). -- Allow empty parentheses for property getter declaration ([GH-83120](https://github.com/godotengine/godot/pull/83120)). -- Highlight code region comments ([GH-83220](https://github.com/godotengine/godot/pull/83220)). -- Fix `UNSAFE_CAST` warning ([GH-84043](https://github.com/godotengine/godot/pull/84043)). -- Fix crash when extending taken-over named class ([GH-84148](https://github.com/godotengine/godot/pull/84148)). -- Autocompletion: Mark datatype as constant for constant arrays ([GH-84492](https://github.com/godotengine/godot/pull/84492)). -- Fix autocompletion for enum members in the core classes ([GH-84532](https://github.com/godotengine/godot/pull/84532)). -- Fix autocompletion after DOLLAR token ([GH-84706](https://github.com/godotengine/godot/pull/84706)). -- Fix DAP breakpoints being cleared on closed scripts ([GH-84898](https://github.com/godotengine/godot/pull/84898)). -- Add unit test runner for autocompletion ([GH-85178](https://github.com/godotengine/godot/pull/85178)). -- Filter groups and categories from autocompletion ([GH-85196](https://github.com/godotengine/godot/pull/85196)). -- Handle global classes when resolving type from `PropertyInfo` ([GH-85215](https://github.com/godotengine/godot/pull/85215)). -- Prefer identifiers annotated type if assigned type is incompatible to it ([GH-85224](https://github.com/godotengine/godot/pull/85224)). -- Handle global classes when resolving property location ([GH-85239](https://github.com/godotengine/godot/pull/85239)). -- Generate `arghint` for script types ([GH-85382](https://github.com/godotengine/godot/pull/85382)). -- Suggest scene unique nodes in `get_node` autocompletion ([GH-85384](https://github.com/godotengine/godot/pull/85384)). -- Make annotations register statically in parser ([GH-85487](https://github.com/godotengine/godot/pull/85487)). -- Move "Expected indented block" error message's line number back to where the error is ([GH-85488](https://github.com/godotengine/godot/pull/85488)). -- Stop caching packed scenes in GDScript cache (on preload) ([GH-85501](https://github.com/godotengine/godot/pull/85501)). -- Speed up `GDScript::get_must_clear_dependencies()` ([GH-85603](https://github.com/godotengine/godot/pull/85603)). -- Make GDScriptAnalyzer aware of properties from other languages ([GH-85703](https://github.com/godotengine/godot/pull/85703)). -- Adjust `STATIC_CALLED_ON_INSTANCE` warning to not force native type ([GH-85918](https://github.com/godotengine/godot/pull/85918)). -- Fix accessing static function as `Callable` in static context ([GH-86088](https://github.com/godotengine/godot/pull/86088)). -- Fix POT generator skips some nodes ([GH-86091](https://github.com/godotengine/godot/pull/86091)). -- Fix regression when autocompleting subscript on get node ([GH-86111](https://github.com/godotengine/godot/pull/86111)). -- Fix type highlighting ([GH-86176](https://github.com/godotengine/godot/pull/86176)). -- Fix the autocomplete function for the `self` keyword ([GH-86341](https://github.com/godotengine/godot/pull/86341)). -- Fix POT generator skips some nodes (part 2) ([GH-86471](https://github.com/godotengine/godot/pull/86471)). -- Fix symbol lookup in index subscript ([GH-86554](https://github.com/godotengine/godot/pull/86554)). -- Lambda hotswap fixes ([GH-86569](https://github.com/godotengine/godot/pull/86569)). -- Improve sorting of enum autocompletion ([GH-86667](https://github.com/godotengine/godot/pull/86667)). -- Hot-reload changed scripts only ([GH-86676](https://github.com/godotengine/godot/pull/86676)). -- Add `StringName` support to `@GDScript.len` ([GH-86704](https://github.com/godotengine/godot/pull/86704)). -- Allow utility functions to be used as `Callable` ([GH-86823](https://github.com/godotengine/godot/pull/86823)). -- Allow specifying a scene in completion tests ([GH-86961](https://github.com/godotengine/godot/pull/86961)). -- Add tests for `get_node` autocompletion ([GH-86973](https://github.com/godotengine/godot/pull/86973)). -- Improve error message when a GDScript instance fails to be constructed ([GH-86999](https://github.com/godotengine/godot/pull/86999)). -- Simplify script paths to ensure proper resource path checks ([GH-87124](https://github.com/godotengine/godot/pull/87124)). -- Handle GDScript in `_type_from_variant` for autocompletion ([GH-87278](https://github.com/godotengine/godot/pull/87278)). -- Allow `free()` to be used as Callable ([GH-87294](https://github.com/godotengine/godot/pull/87294)). -- Better hide internal properties from users ([GH-87381](https://github.com/godotengine/godot/pull/87381)). -- Use autoload singleton name in `GDScriptDocGen` ([GH-87421](https://github.com/godotengine/godot/pull/87421)). -- Make `GDScriptUtilityCallable` return call error when method is invalid ([GH-87783](https://github.com/godotengine/godot/pull/87783)). -- Add `is not` operator ([GH-87939](https://github.com/godotengine/godot/pull/87939)). -- Prevent running `String` number functions on invalid literal ([GH-87941](https://github.com/godotengine/godot/pull/87941)). -- Set `has_type` false if it is `BUILTIN` but `Variant::NIL` ([GH-88020](https://github.com/godotengine/godot/pull/88020)). -- Enable Add Type Hints editor setting by default ([GH-88026](https://github.com/godotengine/godot/pull/88026)). -- Fix NodePath autocompletion to ensure paths are quoted when required ([GH-88071](https://github.com/godotengine/godot/pull/88071)). -- Add fallback argument hints for default values ([GH-88211](https://github.com/godotengine/godot/pull/88211)). -- Fix type highlighting after whitespace ([GH-88876](https://github.com/godotengine/godot/pull/88876)). -- Clean up some unused code ([GH-88899](https://github.com/godotengine/godot/pull/88899)). -- Core: Add `Callable.create` static method for `Variant` callables ([GH-88948](https://github.com/godotengine/godot/pull/88948)). -- Fix some test file paths ([GH-89151](https://github.com/godotengine/godot/pull/89151)). -- Fix use after free in `GDScriptLanguage::debug_get_globals` ([GH-89274](https://github.com/godotengine/godot/pull/89274)). -- Allow LSP to process multiple messages per poll ([GH-89284](https://github.com/godotengine/godot/pull/89284)). -- Fix enum autocompletion for core classes ([GH-89382](https://github.com/godotengine/godot/pull/89382)). -- Update `@GDScript` documentation ([GH-89484](https://github.com/godotengine/godot/pull/89484)). -- Fix missing gutter icon for inner class method overrides ([GH-89545](https://github.com/godotengine/godot/pull/89545)). -- Fix object iterator opcodes ([GH-89639](https://github.com/godotengine/godot/pull/89639)). -- Correctly report invalid read-only access ([GH-89648](https://github.com/godotengine/godot/pull/89648)). -- Fix `for` expression is highlighted as type ([GH-89659](https://github.com/godotengine/godot/pull/89659)). -- Improve DocGen for non-constant expressions ([GH-89738](https://github.com/godotengine/godot/pull/89738)). -- Completion Tests: Add script to owner ([GH-89884](https://github.com/godotengine/godot/pull/89884)). -- Fix uninitialized local variables not being reset ([GH-89990](https://github.com/godotengine/godot/pull/89990)). -- Fix errors when renaming/moving/deleting global scripts ([GH-90186](https://github.com/godotengine/godot/pull/90186)). -- Don't pass `self` when calling a static function from a non-static context ([GH-90223](https://github.com/godotengine/godot/pull/90223)). -- Fix multiline array/dictionary match statements ([GH-90373](https://github.com/godotengine/godot/pull/90373)). -- Add tests for signal await with parameters ([GH-90398](https://github.com/godotengine/godot/pull/90398)). -- Fix highlighting escapes in multiline raw strings ([GH-90419](https://github.com/godotengine/godot/pull/90419)). -- Don't warn on unassigned for builtin-typed variables ([GH-90442](https://github.com/godotengine/godot/pull/90442)). -- Infer type with string format operator ([GH-90448](https://github.com/godotengine/godot/pull/90448)). -- Register the export info correctly when a script is used as the variable type for Node ([GH-90487](https://github.com/godotengine/godot/pull/90487)). -- Resolve types from autoload scenes ([GH-90498](https://github.com/godotengine/godot/pull/90498)). -- Assume constructor to be accessible from class ([GH-90552](https://github.com/godotengine/godot/pull/90552)). -- Allow casting enum to int ([GH-90580](https://github.com/godotengine/godot/pull/90580)). -- Fix out of date errors in depended scripts ([GH-90601](https://github.com/godotengine/godot/pull/90601)). -- Fix some export annotation issues ([GH-90716](https://github.com/godotengine/godot/pull/90716)). -- Warn when enum variable has no default ([GH-90756](https://github.com/godotengine/godot/pull/90756)). -- Suppress unused constant warning with underscore ([GH-90794](https://github.com/godotengine/godot/pull/90794)). -- LSP: Have `GDScriptWorkspace::list_script_files` respect `.gdignore` ([GH-90949](https://github.com/godotengine/godot/pull/90949)). -- Fix test `reset_uninit_local_vars.gd` failure ([GH-91120](https://github.com/godotengine/godot/pull/91120)). -- Perform validated calls with static methods ([GH-91192](https://github.com/godotengine/godot/pull/91192)). -- Call implicit ready on base script first ([GH-91364](https://github.com/godotengine/godot/pull/91364)). -- Fix access non-static members in static context ([GH-91412](https://github.com/godotengine/godot/pull/91412)). -- Initialize static variables with defaults in-editor ([GH-91472](https://github.com/godotengine/godot/pull/91472)). -- Autocompletion: Analyze CLASS types as they are encountered ([GH-91653](https://github.com/godotengine/godot/pull/91653)). -- Show custom icons in autocompletion suggestions ([GH-91923](https://github.com/godotengine/godot/pull/91923)). -- Add support for `atr` and `atr_n` to POT generator ([GH-91951](https://github.com/godotengine/godot/pull/91951)). -- Fix `STANDALONE_EXPRESSION` warning for `preload()` ([GH-92027](https://github.com/godotengine/godot/pull/92027)). -- Fix segfault on invalid script ([GH-92035](https://github.com/godotengine/godot/pull/92035)). -- Fix broken built-in script reloading ([GH-92177](https://github.com/godotengine/godot/pull/92177)). -- Fix lambdas capturing non-local variables ([GH-92241](https://github.com/godotengine/godot/pull/92241)). -- Fix completion for `new` arguments ([GH-92251](https://github.com/godotengine/godot/pull/92251)). -- Fix synchronization of global class name ([GH-92303](https://github.com/godotengine/godot/pull/92303)). -- DAP: Add `--dap-port` as a command line argument ([GH-92336](https://github.com/godotengine/godot/pull/92336)). -- [GDScript LSP] Fix `show_native_symbol_in_editor` ([GH-92386](https://github.com/godotengine/godot/pull/92386)). -- Fix subscript resolution on constant non-metatype GDScript base ([GH-92544](https://github.com/godotengine/godot/pull/92544)). -- Do not produce `INFERRED_DECLARATION` on type import ([GH-92558](https://github.com/godotengine/godot/pull/92558)). -- Partially allow member lookup on invalid scripts ([GH-92609](https://github.com/godotengine/godot/pull/92609)). -- Invalidate cached parser chain when reloading ([GH-92616](https://github.com/godotengine/godot/pull/92616)). -- Add more autocompletion tests ([GH-92688](https://github.com/godotengine/godot/pull/92688)). -- Editor: Hide GDScript internal functions from method selectors ([GH-92802](https://github.com/godotengine/godot/pull/92802)). -- Add coloring for completion of Color components ([GH-92874](https://github.com/godotengine/godot/pull/92874)). -- Fix goto definition for `new` method ([GH-92885](https://github.com/godotengine/godot/pull/92885)). -- Avoid deadlock possibility in multi-threaded load ([GH-93032](https://github.com/godotengine/godot/pull/93032)). -- Autocompletion: Add support for string name option in more places ([GH-93057](https://github.com/godotengine/godot/pull/93057)). -- Fix mismatched external parser with binary exports ([GH-93166](https://github.com/godotengine/godot/pull/93166)). -- Enhance handling of cyclic dependencies ([GH-93346](https://github.com/godotengine/godot/pull/93346)). -- Fix non-global class export ([GH-93384](https://github.com/godotengine/godot/pull/93384)). -- Fix symbol lookup for native enums ([GH-93566](https://github.com/godotengine/godot/pull/93566)). -- Fix editor crash when invalid global class script path ([GH-93575](https://github.com/godotengine/godot/pull/93575)). -- Add `CONFUSABLE_CAPTURE_REASSIGNMENT` warning ([GH-93691](https://github.com/godotengine/godot/pull/93691)). -- Fix false positive `CONFUSABLE_CAPTURE_REASSIGNMENT` warnings ([GH-93699](https://github.com/godotengine/godot/pull/93699)). -- Autocompletion: Don't use `in` operator to decide over variant lookup ([GH-93815](https://github.com/godotengine/godot/pull/93815)). -- Fix GDScript analyzer error when instantiating EditorPlugins ([GH-93942](https://github.com/godotengine/godot/pull/93942)). -- Fix `get_argument_count` for lambda `Callable`s ([GH-93964](https://github.com/godotengine/godot/pull/93964)). -- Fix implicit cast to typed array when passing parameter ([GH-94025](https://github.com/godotengine/godot/pull/94025)). -- Fix `get_method` for lambda self `Callable`s ([GH-94076](https://github.com/godotengine/godot/pull/94076)). -- Fix "Mismatched external parser" for autoloads ([GH-94131](https://github.com/godotengine/godot/pull/94131)). -- Call setter on simple setter chain without getter ([GH-94138](https://github.com/godotengine/godot/pull/94138)). -- Make errors on `RefCounted.free()` more accurate ([GH-94238](https://github.com/godotengine/godot/pull/94238)). -- Restore support for `Token::UNDERSCORE` in identifiers ([GH-94327](https://github.com/godotengine/godot/pull/94327)). -- Autocompletion: Register depended parsers with the main parser ([GH-94424](https://github.com/godotengine/godot/pull/94424)). -- Speed up `GDScriptLanguage::finish` ([GH-94505](https://github.com/godotengine/godot/pull/94505)). -- Fix false positive cases of `ENUM_VARIABLE_WITHOUT_DEFAULT` ([GH-94635](https://github.com/godotengine/godot/pull/94635)). -- Fix incorrect default values ​​in `_make_arguments_hint()` ([GH-94664](https://github.com/godotengine/godot/pull/94664)). -- Fix incorrect setter call for reference types ([GH-94674](https://github.com/godotengine/godot/pull/94674)). -- GDScriptTestRunner: Fix compiler error output ([GH-94676](https://github.com/godotengine/godot/pull/94676)). -- GDScriptCache: Clear abandoned parser refs ([GH-94678](https://github.com/godotengine/godot/pull/94678)). -- Fix locals clearing after exiting `while` block ([GH-94730](https://github.com/godotengine/godot/pull/94730)). -- Fix common mismatched external parser errors (second try) ([GH-94871](https://github.com/godotengine/godot/pull/94871)). -- Fix unnecessary calls to `remove_parser` ([GH-95115](https://github.com/godotengine/godot/pull/95115)). -- Fix resolve class inheritance after file rename ([GH-95330](https://github.com/godotengine/godot/pull/95330)). +- StringName Dictionary keys ([GH-70096](https://github.com/godotengine/godot/pull/70096)). +- Add `@warning_ignore_start` and `@warning_ignore_restore` annotations ([GH-76020](https://github.com/godotengine/godot/pull/76020)). +- Add warning if non-`@tool` class extends `@tool` class ([GH-78178](https://github.com/godotengine/godot/pull/78178)). +- Add disassembling implicit and lambda functions ([GH-78489](https://github.com/godotengine/godot/pull/78489)). +- Implement typed dictionaries ([GH-78656](https://github.com/godotengine/godot/pull/78656)). +- Autocompletion: Improve autocompletion for indices ([GH-79378](https://github.com/godotengine/godot/pull/79378)). +- Try to guess method return type even if subscript base has no value ([GH-84264](https://github.com/godotengine/godot/pull/84264)). +- Rework `GDScriptUtilityFunctions` macros ([GH-84368](https://github.com/godotengine/godot/pull/84368)). +- Do not produce `UNUSED_SIGNAL` warning for common implicit uses ([GH-89675](https://github.com/godotengine/godot/pull/89675)). +- Make Goto line a Popup and column input ([GH-91388](https://github.com/godotengine/godot/pull/91388)). +- Autocompletion: Keep `get_node` values which are compatible with type hint ([GH-92263](https://github.com/godotengine/godot/pull/92263)). +- Remove `RENAMED_IN_GODOT_4_HINT` from `GDScriptWarning::Code` enum ([GH-92526](https://github.com/godotengine/godot/pull/92526)). +- Add error messages to some compilation errors ([GH-93301](https://github.com/godotengine/godot/pull/93301)). +- Autocompletion: Rework argument options string literal completion ([GH-94082](https://github.com/godotengine/godot/pull/94082)). +- Add icon for local variable completion options ([GH-94196](https://github.com/godotengine/godot/pull/94196)). +- Fix message when calling non-tool function in tool mode ([GH-94511](https://github.com/godotengine/godot/pull/94511)). +- GDScriptParser: Avoid `const_cast` of `AnnotationNode` ([GH-94888](https://github.com/godotengine/godot/pull/94888)). +- Fix crash when division by zero/modulo by zero happen on vectors ([GH-95172](https://github.com/godotengine/godot/pull/95172)). +- Fix lookup symbol for enum members to search a correct code definition ([GH-95200](https://github.com/godotengine/godot/pull/95200)). +- Only include profiling variables when DEBUG is enabled ([GH-95408](https://github.com/godotengine/godot/pull/95408)). +- Fix Godot not quitting with `--doctool --gdscript-docs` ([GH-95656](https://github.com/godotengine/godot/pull/95656)). +- Expose GDScript syntax highlighter to editor plugins ([GH-95764](https://github.com/godotengine/godot/pull/95764)). +- Update script documentation removed files on startup ([GH-95965](https://github.com/godotengine/godot/pull/95965)). +- Autocompletion: Enable string literal completion in subscripts ([GH-96160](https://github.com/godotengine/godot/pull/96160)). +- Replace `assert()` with `Utils.check()` in tests ([GH-96229](https://github.com/godotengine/godot/pull/96229)). +- Fix missing `GDScriptParser` reference on completion context ([GH-96243](https://github.com/godotengine/godot/pull/96243)). +- Add `@export_tool_button` annotation for easily creating inspector buttons ([GH-96290](https://github.com/godotengine/godot/pull/96290)). +- Autocompletion: Reintroduce enum options on assignment ([GH-96326](https://github.com/godotengine/godot/pull/96326)). +- Fix small mistake in script valid checks ([GH-96330](https://github.com/godotengine/godot/pull/96330)). +- Remove unneeded quotes from autocomplete % nodes ([GH-96666](https://github.com/godotengine/godot/pull/96666)). +- LSP: Don't use smart resolve for completion ([GH-96684](https://github.com/godotengine/godot/pull/96684)). +- Autocompletion: Add arghint for annotations ([GH-96693](https://github.com/godotengine/godot/pull/96693)). +- LSP: Omit some values based on specification version 3.17 ([GH-96725](https://github.com/godotengine/godot/pull/96725)). +- Core: Fix `operator[]` for typed dictionaries ([GH-96797](https://github.com/godotengine/godot/pull/96797)). +- Autocompletion: Don't use owner for inner classes ([GH-96927](https://github.com/godotengine/godot/pull/96927)). +- Style: Consolidate & migrate GDScript `.editorconfig` ([GH-96965](https://github.com/godotengine/godot/pull/96965)). +- Speed up lambda capture handling ([GH-97087](https://github.com/godotengine/godot/pull/97087)). +- Add support for `print` command in local (command line `-d`) debugger ([GH-97218](https://github.com/godotengine/godot/pull/97218)). +- GDScriptNativeClass: Allow getting static function as callable ([GH-97374](https://github.com/godotengine/godot/pull/97374)). +- Cancel code completion and code hint upon go-to line (bookmark, breakpoint, etc.) ([GH-97674](https://github.com/godotengine/godot/pull/97674)). +- Add missing static default initialization for typed dictionaries ([GH-98085](https://github.com/godotengine/godot/pull/98085)). +- Fix annotation parsing adding new annotation entries ([GH-98146](https://github.com/godotengine/godot/pull/98146)). +- Don't highlight unexposed classes ([GH-98169](https://github.com/godotengine/godot/pull/98169)). +- Avoid unnecessary `Dictionary` conversions in `GDScriptInstance::validate_property` ([GH-98301](https://github.com/godotengine/godot/pull/98301)). +- Add some comments to `#endif's` where it helps readability ([GH-98356](https://github.com/godotengine/godot/pull/98356)). +- Fix cached parser error when using typed Dictionaries ([GH-98400](https://github.com/godotengine/godot/pull/98400)). +- Adjust `make_rst.py` for GDScript documentation ([GH-98533](https://github.com/godotengine/godot/pull/98533)). +- Fix analyzer pushing `SHADOWED_VARIABLE` warning for members shadowed in subclass ([GH-98873](https://github.com/godotengine/godot/pull/98873)). +- Improve GDScript autocompletion for methods ([GH-99102](https://github.com/godotengine/godot/pull/99102)). +- Deprecate `inst_to_dict()` and `dict_to_inst()` functions ([GH-99121](https://github.com/godotengine/godot/pull/99121)). +- LSP: Fix spec violations that break the VSCode outline ([GH-99295](https://github.com/godotengine/godot/pull/99295)). +- Core: Fix built-in enum constant bindings ([GH-99424](https://github.com/godotengine/godot/pull/99424)). +- Support tracking multiple analyzer and runtime errors in tests ([GH-99490](https://github.com/godotengine/godot/pull/99490)). +- Fix language server causing random crashes when `use_threads` is enabled ([GH-99861](https://github.com/godotengine/godot/pull/99861)). +- Improve misleading `Unexpected "x" in class body.` GDScript parser error ([GH-99887](https://github.com/godotengine/godot/pull/99887)). +- Optimize Callable's stringify text ([GH-100033](https://github.com/godotengine/godot/pull/100033)). +- Tweak unknown annotation GDScript error for `@deprecated`/`@experimental`/`@tutorial` ([GH-100174](https://github.com/godotengine/godot/pull/100174)). +- Improve `&&` and `&` syntax highlighting by altering `StringName` highlighting ([GH-100575](https://github.com/godotengine/godot/pull/100575)). +- Fix `Packed*Array` `OP_IN` using low precision int and float as input ([GH-100582](https://github.com/godotengine/godot/pull/100582)). +- Remove unused variable in `GDScriptLanguage` ([GH-100610](https://github.com/godotengine/godot/pull/100610)). +- JSONRPC: Convert ids to int if they are int by value ([GH-100950](https://github.com/godotengine/godot/pull/100950)). +- Editor: Fix `Ctrl+Click` on enum values ​​does nothing ([GH-101127](https://github.com/godotengine/godot/pull/101127)). +- Ensure path for shallow scripts ([GH-101442](https://github.com/godotengine/godot/pull/101442)). +- Fix GDScript editor crash on invalid `tween_property` arguments ([GH-101632](https://github.com/godotengine/godot/pull/101632)). +- Display correct symbol in warning when unique name is used without @onready annotation ([GH-102389](https://github.com/godotengine/godot/pull/102389)). +- Fix uppercase B and X parsing in the integer literals ([GH-102400](https://github.com/godotengine/godot/pull/102400)). +- Fix enum value lookup jump ([GH-102401](https://github.com/godotengine/godot/pull/102401)). +- Fix Plugin Scripts load twice on startup ([GH-102535](https://github.com/godotengine/godot/pull/102535)). +- Fix script class icons not inheriting parent ([GH-102572](https://github.com/godotengine/godot/pull/102572)). +- Autocompletion: Account for invalid annotations when making arghint ([GH-102698](https://github.com/godotengine/godot/pull/102698)). +- Autocompletion: Override context for preload ([GH-102826](https://github.com/godotengine/godot/pull/102826)). +- Add bound checks to `Array`/`Packed*Array` variant call `get` and `set` methods ([GH-103362](https://github.com/godotengine/godot/pull/103362)). #### GUI -- Use black for font outlines by default instead of white ([GH-54641](https://github.com/godotengine/godot/pull/54641)). -- Make the drawing logic clearer in `Button` ([GH-64351](https://github.com/godotengine/godot/pull/64351)). -- Toggle control expand flag directly via top bar ([GH-65258](https://github.com/godotengine/godot/pull/65258)). -- Add FlowContainer wrap options for center alignment ([GH-72323](https://github.com/godotengine/godot/pull/72323)). -- Show selected end of line in TextEdit ([GH-72341](https://github.com/godotengine/godot/pull/72341)). -- Add option to reverse FlowContainer fill direction (HFlow bottom-to-top, VFlow right-to-left) ([GH-74195](https://github.com/godotengine/godot/pull/74195)). -- DisplayServer: Use screen "usable rect" instead of full rect to calculate initial window rect ([GH-75489](https://github.com/godotengine/godot/pull/75489)). -- Make editor inspector follow focus ([GH-78960](https://github.com/godotengine/godot/pull/78960)). -- Fix read-only EditorSpinSlider display ([GH-80544](https://github.com/godotengine/godot/pull/80544)). -- Trigger zoom from pan gestures when pressing ctrl ([GH-80994](https://github.com/godotengine/godot/pull/80994)). -- Add Ctrl + L / Cmd + Shift + G shortcut to focus path bar in FileDialog ([GH-81177](https://github.com/godotengine/godot/pull/81177)). -- Enable scrolling of output with UI scale changes ([GH-82079](https://github.com/godotengine/godot/pull/82079)). -- Option to put TabContainer tabs at bottom ([GH-82468](https://github.com/godotengine/godot/pull/82468)). -- Fix opening docs writing extra navigation history ([GH-82498](https://github.com/godotengine/godot/pull/82498)). -- [Text Overrun] Add option to set custom ellipsis character, add support for system font fallback ([GH-82661](https://github.com/godotengine/godot/pull/82661)). -- Add `set_slot_custom_icon` and `get_slot_custom_icon` to GraphNode ([GH-82669](https://github.com/godotengine/godot/pull/82669)). -- PopupMenu: Handle `physical_keycode` and `key_label` of shortcuts ([GH-82897](https://github.com/godotengine/godot/pull/82897)). -- PopupMenu: Handle shortcuts with "global" flag directly ([GH-82900](https://github.com/godotengine/godot/pull/82900)). -- Support updating tooltip immediately after editor description change ([GH-82916](https://github.com/godotengine/godot/pull/82916)). -- Show revert button for MeshInstance3D blendshape values ([GH-82984](https://github.com/godotengine/godot/pull/82984)). -- Add automatic translation of items to ItemList ([GH-83577](https://github.com/godotengine/godot/pull/83577)). -- Make ProgressBar reflect the real value in the percent label when "allow greater" is checked ([GH-83623](https://github.com/godotengine/godot/pull/83623)). -- Add dotted grid to GraphEdit ([GH-83785](https://github.com/godotengine/godot/pull/83785)). -- Fix dock visibility issues ([GH-84122](https://github.com/godotengine/godot/pull/84122)). -- Label: Add get_character_bounds method to get bounding rectangles of the characters ([GH-84185](https://github.com/godotengine/godot/pull/84185)). -- RichTextLabel: Fix `remove_paragraph` crash by popping current ([GH-84312](https://github.com/godotengine/godot/pull/84312)). -- Allow additional hexadecimal color codes in ColorPicker ([GH-84442](https://github.com/godotengine/godot/pull/84442)). -- Cache allowed types in EditorResourcePicker ([GH-84443](https://github.com/godotengine/godot/pull/84443)). -- Don't check resource type assigned in property ([GH-84446](https://github.com/godotengine/godot/pull/84446)). -- Display a revert icon on ColorPicker's old sample ([GH-84527](https://github.com/godotengine/godot/pull/84527)). -- Fetch override list from ThemeDB ([GH-84760](https://github.com/godotengine/godot/pull/84760)). -- Fetch theme editor items from ThemeDB ([GH-84763](https://github.com/godotengine/godot/pull/84763)). -- VideoPlayer: Fix reloading translation remapped stream ([GH-84794](https://github.com/godotengine/godot/pull/84794)). -- Implement disabled state for Checkbox in Tree ([GH-84845](https://github.com/godotengine/godot/pull/84845)). -- Hide ineffective TextureProgressBar properties in the editor ([GH-84940](https://github.com/godotengine/godot/pull/84940)). -- Use disabled icons for CheckBox in DefaultTheme ([GH-84946](https://github.com/godotengine/godot/pull/84946)). -- Fix conflicted indeterminate state in asset importer ([GH-84953](https://github.com/godotengine/godot/pull/84953)). -- Editor: Add option to override editor UI layout direction ([GH-85000](https://github.com/godotengine/godot/pull/85000)). -- Fetch argument options from ThemeDB ([GH-85015](https://github.com/godotengine/godot/pull/85015)). -- Highlight error lines in minimap ([GH-85054](https://github.com/godotengine/godot/pull/85054)). -- Restored Control properties when you undo a parenting of a Control to a Container ([GH-85181](https://github.com/godotengine/godot/pull/85181)). -- Fix updating delimiter cache of `CodeEdit` when typing on the first line ([GH-85191](https://github.com/godotengine/godot/pull/85191)). -- Make sure `Window`'s title is respected before we compute the size ([GH-85312](https://github.com/godotengine/godot/pull/85312)). -- Fix crash on hiding grandparent Control on mouse exit ([GH-85313](https://github.com/godotengine/godot/pull/85313)). -- Fixes for undo in text editor grouping unrelated actions ([GH-85325](https://github.com/godotengine/godot/pull/85325)). -- RTL: Fix CharFX character offset calculation ([GH-85363](https://github.com/godotengine/godot/pull/85363)). -- Add methods to add submenus without using names ([GH-85477](https://github.com/godotengine/godot/pull/85477)). -- Limit window size updates on title change ([GH-85542](https://github.com/godotengine/godot/pull/85542)). -- Ensure slider grabs focus only when it can ([GH-85652](https://github.com/godotengine/godot/pull/85652)). -- Fix unnecessarily quantizing current color in color picker ([GH-85749](https://github.com/godotengine/godot/pull/85749)). -- Fix size and visuals of the `InputEventConfigurationDialog` ([GH-85790](https://github.com/godotengine/godot/pull/85790)). -- Allow dragging selection when selecting whole words in `LineEdit` ([GH-85801](https://github.com/godotengine/godot/pull/85801)). -- Limit window size updates on title translation change ([GH-85828](https://github.com/godotengine/godot/pull/85828)). -- Correctly enforce minimum window size in editor ([GH-85887](https://github.com/godotengine/godot/pull/85887)). -- Windows: Set application user model ID to prevent editor / running project and different versions of editor taskbar icon stacking ([GH-85905](https://github.com/godotengine/godot/pull/85905)). -- TextServer: Implement soft hyphen handling ([GH-85940](https://github.com/godotengine/godot/pull/85940)). -- Expose a method to get hovered Control in Viewport ([GH-85966](https://github.com/godotengine/godot/pull/85966)). -- Prevent crash when calling `set_text()` on a removed TreeItem ([GH-86028](https://github.com/godotengine/godot/pull/86028)). -- Fix theme access in the Groups editor ([GH-86031](https://github.com/godotengine/godot/pull/86031)). -- Fix `ColorPicker`'s alpha slider arrow offset ([GH-86034](https://github.com/godotengine/godot/pull/86034)). -- TextServer: Do not draw non-visual characters ([GH-86065](https://github.com/godotengine/godot/pull/86065)). -- Fix so undoing complex operations in `TextEdit` will restore selections ([GH-86118](https://github.com/godotengine/godot/pull/86118)). -- Remember last `color_mode` and `picker_shape` in `ColorPicker`s in the editor ([GH-86129](https://github.com/godotengine/godot/pull/86129)). -- Fix Popup hover and height calculation are off by some pixels ([GH-86141](https://github.com/godotengine/godot/pull/86141)). -- Rework `GraphEdit` connections (drawing, API, optimizations) ([GH-86158](https://github.com/godotengine/godot/pull/86158)). -- Fix various issues with the folder color lookup ([GH-86171](https://github.com/godotengine/godot/pull/86171)). -- Fix `Node` selection when navigating `Tree` with Arrow keys ([GH-86218](https://github.com/godotengine/godot/pull/86218)). -- Fix changing `gui_embed_subwindows` while a child window is displayed ([GH-86220](https://github.com/godotengine/godot/pull/86220)). -- macOS: Fix updating editor tab titles in the dock menu ([GH-86290](https://github.com/godotengine/godot/pull/86290)). -- Fix `MenuBar` and `MenuButton` hover position scaling properly with the scale factor multiplier ([GH-86304](https://github.com/godotengine/godot/pull/86304)). -- MenuBar: Store and use global menu item indices ([GH-86322](https://github.com/godotengine/godot/pull/86322)). -- Emit slider's `drag_started` signal before the first value change ([GH-86377](https://github.com/godotengine/godot/pull/86377)). -- Implement a `transient_to_focused` Window mode ([GH-86446](https://github.com/godotengine/godot/pull/86446)). -- Fix double `text_changed` signal when overwriting selection in LineEdit ([GH-86460](https://github.com/godotengine/godot/pull/86460)). -- Fix D&D viewport position calculation ([GH-86511](https://github.com/godotengine/godot/pull/86511)). -- Fix non-embedded tooltips, popups and dialogs resizing to match Viewport content scale factors != 1.0 ([GH-86553](https://github.com/godotengine/godot/pull/86553)). -- Make `LineEdit` scrolling show as much text as possible ([GH-86732](https://github.com/godotengine/godot/pull/86732)). -- In `merge_with` also merge some default fields of theme ([GH-86894](https://github.com/godotengine/godot/pull/86894)). -- Overhaul multicaret editing and selection in TextEdit ([GH-86978](https://github.com/godotengine/godot/pull/86978)). -- Fix `LineEdit` caret rendering/positioning on Undo ([GH-87012](https://github.com/godotengine/godot/pull/87012)). -- Button: Add autowrap feature ([GH-87025](https://github.com/godotengine/godot/pull/87025)). -- Refactor editor theme generation and add spacing presets ([GH-87085](https://github.com/godotengine/godot/pull/87085)). -- Allow no tabs to be selected in TabBar and TabContainer ([GH-87194](https://github.com/godotengine/godot/pull/87194)). -- macOS: Do not unbind PopupMenu from global menu on `clear` call ([GH-87249](https://github.com/godotengine/godot/pull/87249)). -- [Native File Dialog] Add support for adding custom options to the dialogs (w/o editor changes) ([GH-87303](https://github.com/godotengine/godot/pull/87303)). -- Add indeterminate mode to ProgressBar ([GH-87318](https://github.com/godotengine/godot/pull/87318)). -- TextServer: Fix precision loss in the string drawing methods ([GH-87335](https://github.com/godotengine/godot/pull/87335)). -- Add method to get "base" system UI color and system theme change callback ([GH-87384](https://github.com/godotengine/godot/pull/87384)). -- Expose `PopupMenu` `get_item_multistate()` and `set/get_item_multistate_max()` ([GH-87395](https://github.com/godotengine/godot/pull/87395)). -- Redraw `TreeItem` on more changes ([GH-87415](https://github.com/godotengine/godot/pull/87415)). -- Use callable for `TreeItem` custom draw ([GH-87417](https://github.com/godotengine/godot/pull/87417)). -- Fix issue where `set_global_position(global_position)` in `Control` resulted in a different result than `global_position` ([GH-87432](https://github.com/godotengine/godot/pull/87432)). -- Move `global_menu_*` methods to a separate `NativeMenu` class ([GH-87452](https://github.com/godotengine/godot/pull/87452)). -- Fix PopupMenu doesn't respect its ScrollContainer's margins ([GH-87462](https://github.com/godotengine/godot/pull/87462)). -- Fix forgetting `h_separation` when internal elements exist ([GH-87474](https://github.com/godotengine/godot/pull/87474)). -- Fix TextEdit IME issues ([GH-87479](https://github.com/godotengine/godot/pull/87479)). -- Rework the auto translation system ([GH-87530](https://github.com/godotengine/godot/pull/87530)). -- Replace internal usage of ImageTexture in VideoStreamPlayer for Texture2D ([GH-87555](https://github.com/godotengine/godot/pull/87555)). -- RTL: Connect image update signals ([GH-87587](https://github.com/godotengine/godot/pull/87587)). -- [TextServer / Font] Add support for customizable baseline offset ([GH-87668](https://github.com/godotengine/godot/pull/87668)). -- TreeItem: Add `get_button_color()` ([GH-87686](https://github.com/godotengine/godot/pull/87686)). -- Fix script editor `undo` shortcut with global menu enabled ([GH-87773](https://github.com/godotengine/godot/pull/87773)). -- Automatically set viewport background to transparent when window flag is set ([GH-87856](https://github.com/godotengine/godot/pull/87856)). -- Fix freeze in TextEdit with `scroll_past_end_of_file` and `fit_content_height` ([GH-87880](https://github.com/godotengine/godot/pull/87880)). -- Add 'Skip to next (text) occurrence' feature to text editor ([GH-87883](https://github.com/godotengine/godot/pull/87883)). -- macOS: Fix changing main menu item names ([GH-87912](https://github.com/godotengine/godot/pull/87912)). -- Only recurse depth wise in `Tree::_count_selected_items` ([GH-87943](https://github.com/godotengine/godot/pull/87943)). -- macOS: Do not show file type popup in the native file dialog if there's only one option, improve `*.*` filter handling ([GH-87954](https://github.com/godotengine/godot/pull/87954)). -- Fix `set_item_submenu` infinite recursion crash ([GH-87967](https://github.com/godotengine/godot/pull/87967)). -- Implement GraphFrame and integrate it in VisualShader ([GH-88014](https://github.com/godotengine/godot/pull/88014)). -- Fix `Slider`'s mouse drag position when grabber is centered ([GH-88068](https://github.com/godotengine/godot/pull/88068)). -- TextServer: Fix bitmap font kerning override ([GH-88089](https://github.com/godotengine/godot/pull/88089)). -- TextServer: Add extra fallback step, to lookup for individual characters ([GH-88091](https://github.com/godotengine/godot/pull/88091)). -- Tweak property order in the inspector for OptionButton ([GH-88145](https://github.com/godotengine/godot/pull/88145)). -- Add PropertyListHelper to PopupMenu ([GH-88162](https://github.com/godotengine/godot/pull/88162)). -- Font: Do not use trim with ellipsis in the basic Font string drawing functions ([GH-88185](https://github.com/godotengine/godot/pull/88185)). -- Fix vertical alignment of editor version `LinkButton` in the bottom panel ([GH-88197](https://github.com/godotengine/godot/pull/88197)). -- Fix recursive Tree expand/collapse shortcuts not working ([GH-88265](https://github.com/godotengine/godot/pull/88265)). -- Fix `TabBar` size when theme changes ([GH-88293](https://github.com/godotengine/godot/pull/88293)). -- Add `is_visible_in_tree` in `TreeItem` ([GH-88300](https://github.com/godotengine/godot/pull/88300)). -- [Fallback TextServer] Add support for non breaking spaces ([GH-88344](https://github.com/godotengine/godot/pull/88344)). -- Fix ItemList click detection gaps ([GH-88347](https://github.com/godotengine/godot/pull/88347)). -- Editor: Improve clarity and style of `ResourcePicker` menu ([GH-88435](https://github.com/godotengine/godot/pull/88435)). -- Editor: Add missing ellipses to menu options that open dialogs ([GH-88436](https://github.com/godotengine/godot/pull/88436)). -- Improve text editor status bar and zooming UX ([GH-88474](https://github.com/godotengine/godot/pull/88474)). -- Tweak property order in the inspector for TabBar ([GH-88477](https://github.com/godotengine/godot/pull/88477)). -- Fix `LineEdit` delete all the way to the left/right when something is selected ([GH-88479](https://github.com/godotengine/godot/pull/88479)). -- Fix error spam when adding tabs to `TabBar` without deselect ([GH-88494](https://github.com/godotengine/godot/pull/88494)). -- Fix regression in auto translation overhaul ([GH-88521](https://github.com/godotengine/godot/pull/88521)). -- TextEdit: Add support for optional wrapped line indentation ([GH-88546](https://github.com/godotengine/godot/pull/88546)). -- Hide separators in ItemList in editor theme ([GH-88575](https://github.com/godotengine/godot/pull/88575)). -- Fix item positioning, text alignment & unwanted clipping of ItemList items ([GH-88577](https://github.com/godotengine/godot/pull/88577)). -- Fix `RichTextLabel`'s tag stack being overridden on translation change ([GH-88598](https://github.com/godotengine/godot/pull/88598)). -- Fix implementation of `property_can_revert()` in PropertyListHelper ([GH-88665](https://github.com/godotengine/godot/pull/88665)). -- Don't translate filenames in FileSystem dock ([GH-88716](https://github.com/godotengine/godot/pull/88716)). -- If SpinBox text can't be parsed use last updated text ([GH-88794](https://github.com/godotengine/godot/pull/88794)). -- Mention how Control focus loss affects `Viewport.gui_focus_change` ([GH-88811](https://github.com/godotengine/godot/pull/88811)). -- Fix crash when selecting re-added `TreeItem::Cell` ([GH-88917](https://github.com/godotengine/godot/pull/88917)). -- Fix mouse entered notifications ([GH-88992](https://github.com/godotengine/godot/pull/88992)). -- RTL: Add optional `push_meta` argument to control how meta underline is drawn ([GH-89024](https://github.com/godotengine/godot/pull/89024)). -- Add auto translation to `Tree` ([GH-89032](https://github.com/godotengine/godot/pull/89032)). -- Fix issues with text clearing in `RichTextLabel` ([GH-89100](https://github.com/godotengine/godot/pull/89100)). -- Label3D: Calculate AABB from the full text rect instead of individual glyphs ([GH-89145](https://github.com/godotengine/godot/pull/89145)). -- RTL: Fix meta hover area detection ([GH-89158](https://github.com/godotengine/godot/pull/89158)). -- TextServer: Fix fallback line breaking code adding two breaks for CR-LF ([GH-89171](https://github.com/godotengine/godot/pull/89171)). -- Window: Allow to override viewport and project settings and force use of native window ([GH-89172](https://github.com/godotengine/godot/pull/89172)). -- NativeMenu: Add checks to avoid unnecessary warnings ([GH-89224](https://github.com/godotengine/godot/pull/89224)). -- Add text tooltip for TabBar & TabContainer ([GH-89247](https://github.com/godotengine/godot/pull/89247)). -- NativeMenu: Implement native popup menu support on Windows ([GH-89273](https://github.com/godotengine/godot/pull/89273)). -- StatusIndicator: Add method to get indicator icon screen rect ([GH-89275](https://github.com/godotengine/godot/pull/89275)). -- Fix packed scene translation parser missing strings ([GH-89286](https://github.com/godotengine/godot/pull/89286)). -- Add pre-4.3 Editor theme color names for compatibility ([GH-89302](https://github.com/godotengine/godot/pull/89302)). -- Fix Label3D, TextMesh & Font not following project default theme in editor ([GH-89311](https://github.com/godotengine/godot/pull/89311)). -- Font: Add option to disable embedded bitmaps loading ([GH-89383](https://github.com/godotengine/godot/pull/89383)). -- RTL: Use "visible characters" property for inline object visibility ([GH-89395](https://github.com/godotengine/godot/pull/89395)). -- Fix some AcceptDialog argument types ([GH-89419](https://github.com/godotengine/godot/pull/89419)). -- Fix help label will be partly outside the view area at 150% editor scale ([GH-89437](https://github.com/godotengine/godot/pull/89437)). -- Fix bug related to multicursor and backspacing with brackets ([GH-89469](https://github.com/godotengine/godot/pull/89469)). -- Fix `Control::set_global_position` for rotated/scaled transforms ([GH-89502](https://github.com/godotengine/godot/pull/89502)). -- Fix NativeMenu layout direction on macOS, add extra check for Windows menu ([GH-89506](https://github.com/godotengine/godot/pull/89506)). -- Label: Move shadow drawing into a separate draw step ([GH-89510](https://github.com/godotengine/godot/pull/89510)). -- NativeMenu: Fix MinGW build ([GH-89513](https://github.com/godotengine/godot/pull/89513)). -- NativeMenu: Fix changes lost due to incorrect rebase (menu goes under task bar, dark mode, item text get, docs) and check to ensure help menu is not using native menu on Windows ([GH-89540](https://github.com/godotengine/godot/pull/89540)). -- StatusIndicator: Switch API to use Texture2D instead of Image, improve handling on macOS, add method to set native popup menu directly ([GH-89588](https://github.com/godotengine/godot/pull/89588)). -- Fix TextEdit selection end of line drawing for wrapped lines and gaps ([GH-89625](https://github.com/godotengine/godot/pull/89625)). -- Fix `empty_clicked` signal in Tree when using `hide_root` ([GH-89664](https://github.com/godotengine/godot/pull/89664)). -- Font: Apply oversampling to the "embolden" strength ([GH-89666](https://github.com/godotengine/godot/pull/89666)). -- Do not apply `force_native` to the edited scene windows ([GH-89673](https://github.com/godotengine/godot/pull/89673)). -- Add minimum width/height to dialog buttons ([GH-89693](https://github.com/godotengine/godot/pull/89693)). -- RTL: Move shadow and foreground/background boxes drawing into a separate draw steps ([GH-89705](https://github.com/godotengine/godot/pull/89705)). -- Fix a pixel misalignment in the blue robot logo ([GH-89711](https://github.com/godotengine/godot/pull/89711)). -- [Native File Dialog] Add support for using native dialogs in the editor ([GH-89735](https://github.com/godotengine/godot/pull/89735)). -- Prefer family name in fonts' names table ([GH-89817](https://github.com/godotengine/godot/pull/89817)). -- Correct FileDialog Theme overrides ([GH-89845](https://github.com/godotengine/godot/pull/89845)). -- MenuBar: Use NativeMenu RIDs instead of indices to track items ([GH-89875](https://github.com/godotengine/godot/pull/89875)). -- NativeMenu: Move files to the `display` subfolder ([GH-89900](https://github.com/godotengine/godot/pull/89900)). -- Remove Control z-index warning ([GH-89956](https://github.com/godotengine/godot/pull/89956)). -- Fix TreeItem shows cell edit in the wrong column when `select_mode=Row` and TreeItem has multiple columns ([GH-89977](https://github.com/godotengine/godot/pull/89977)). -- Make `TextEdit.clip_contents` more transparent to users ([GH-89993](https://github.com/godotengine/godot/pull/89993)). -- TextServer: Expose ICU title case string conversion to scripting ([GH-90196](https://github.com/godotengine/godot/pull/90196)). -- Fix error message when removing only child from GraphNode ([GH-90229](https://github.com/godotengine/godot/pull/90229)). -- Fix potential null access in `TextEdit` ([GH-90274](https://github.com/godotengine/godot/pull/90274)). -- Remove border roundness inside panels of `AcceptDialog` windows ([GH-90283](https://github.com/godotengine/godot/pull/90283)). -- Fix built-in `FileDialog` appearing instead of the native one on some cases ([GH-90318](https://github.com/godotengine/godot/pull/90318)). -- TextServer: Improve empty glyph handling to allow glyphs smaller than 2px and avoid unnecessary texture updates ([GH-90349](https://github.com/godotengine/godot/pull/90349)). -- RTL: Add support for character code BBCode tag `[char=...]` ([GH-90405](https://github.com/godotengine/godot/pull/90405)). -- Fix `TabContainer` desync when tabs share names ([GH-90415](https://github.com/godotengine/godot/pull/90415)). -- RTL: Fix dropcaps and list prefixes not taking visible characters into account ([GH-90472](https://github.com/godotengine/godot/pull/90472)). -- RTL: Rewrite `remove_paragraph` code ([GH-90518](https://github.com/godotengine/godot/pull/90518)). -- Remove `Popup`'s unused "panel" style ([GH-90633](https://github.com/godotengine/godot/pull/90633)). -- Fix submenus erroneously closing on some occasions ([GH-90639](https://github.com/godotengine/godot/pull/90639)). -- Fix decimal and hex ranges not working with image fonts ([GH-90647](https://github.com/godotengine/godot/pull/90647)). -- Don't store deprecated `auto_translate` property ([GH-90685](https://github.com/godotengine/godot/pull/90685)). -- Add project setting for root node auto translate mode ([GH-90730](https://github.com/godotengine/godot/pull/90730)). -- Improve TextEdit/LineEdit word selection ([GH-90732](https://github.com/godotengine/godot/pull/90732)). -- Fix potential infinite loop when using global menu ([GH-90791](https://github.com/godotengine/godot/pull/90791)). -- Button: Fix theme elements size rounding errors not keeping sufficient space for the text ([GH-90838](https://github.com/godotengine/godot/pull/90838)). -- Fix TreeItem button handling ([GH-90839](https://github.com/godotengine/godot/pull/90839)). -- Revert "Correctly display tooltips for buttons in Tree when they overlap cell content ([GH-90842](https://github.com/godotengine/godot/pull/90842)). -- Fix buttons offset to the right when dialog is at minsize ([GH-90852](https://github.com/godotengine/godot/pull/90852)). -- Don't translate ColorPicker color labels ([GH-90869](https://github.com/godotengine/godot/pull/90869)). -- Fix crash when GraphFrame `sb_to_draw_panel` is not a StyleBoxFlat ([GH-90874](https://github.com/godotengine/godot/pull/90874)). -- Fix offset of node filter menu separator icon ([GH-90886](https://github.com/godotengine/godot/pull/90886)). -- Fix TabContainer not redrawing after toggling tab icon ([GH-90942](https://github.com/godotengine/godot/pull/90942)). -- Enable `Scrolling` signal when scrolling with middle mouse on `RichTextLabel` or `ScrollContainer` ([GH-90988](https://github.com/godotengine/godot/pull/90988)). -- Add line limit to Output Log in Editor ([GH-91012](https://github.com/godotengine/godot/pull/91012)). -- Fix TabContainer using wrong content rect after tab title update ([GH-91038](https://github.com/godotengine/godot/pull/91038)). -- Fix wrong Tree column title position ([GH-91044](https://github.com/godotengine/godot/pull/91044)). -- Fix port cache calculation in GraphNode ([GH-91083](https://github.com/godotengine/godot/pull/91083)). -- Fix Tree minimum size calculation ([GH-91095](https://github.com/godotengine/godot/pull/91095)). -- RTL: Add extra argument to `remove_paragraph` to skip cache invalidation and a method for manual cache invalidation ([GH-91098](https://github.com/godotengine/godot/pull/91098)). -- PopupMenu: Fix incorrect vertical scroll bar visible at fractional content scale ([GH-91114](https://github.com/godotengine/godot/pull/91114)). -- Use TextEdit caret color for minimap highlight (fix minimap regression) ([GH-91137](https://github.com/godotengine/godot/pull/91137)). -- Add no-change check to `Label3D::set_text` ([GH-91177](https://github.com/godotengine/godot/pull/91177)). -- Fix `TabContainer` regressions related to switching tabs in certain cases ([GH-91188](https://github.com/godotengine/godot/pull/91188)). -- Don't use vscroll when fit to content height in TextEdit ([GH-91190](https://github.com/godotengine/godot/pull/91190)). -- Allow setting max icon width per tab for TabContainer ([GH-91193](https://github.com/godotengine/godot/pull/91193)). -- Fix RichTextLabel "Scroll Following" randomly stops working ([GH-91275](https://github.com/godotengine/godot/pull/91275)). -- Fix disabled files in FileDialog using the wrong color ([GH-91281](https://github.com/godotengine/godot/pull/91281)). -- Update `LineEdit` to include `read_only` StyleBox in `get_minimum_size()` ([GH-91326](https://github.com/godotengine/godot/pull/91326)). -- Windows: Fix `WINDOW_EVENT_FOCUS_IN` not delivered in some cases ([GH-91361](https://github.com/godotengine/godot/pull/91361)). -- Unhide carets in add selection for occurrence and fix error ([GH-91390](https://github.com/godotengine/godot/pull/91390)). -- Make `mouse_focus` and `mouse_focus_mask` consistent for `force_drag` ([GH-91425](https://github.com/godotengine/godot/pull/91425)). -- Fix TextEdit crash with multiple carets disabled and paste ([GH-91457](https://github.com/godotengine/godot/pull/91457)). -- Add `as_sortable_control()` to unify Container checks ([GH-91613](https://github.com/godotengine/godot/pull/91613)). -- Fold TreeItems when clicking to the left of fold icon ([GH-91699](https://github.com/godotengine/godot/pull/91699)). -- Fix CheckBox and CheckButton not using `icon_max_width` ([GH-91700](https://github.com/godotengine/godot/pull/91700)). -- Fix TextEdit minimap tab drawing and click check ([GH-91720](https://github.com/godotengine/godot/pull/91720)). -- Use `as_sortable_control()` in SplitContainer ([GH-91728](https://github.com/godotengine/godot/pull/91728)). -- Fix placement of ColorPicker in the editor ([GH-91757](https://github.com/godotengine/godot/pull/91757)). -- Fallback to default theme for variation items ([GH-91793](https://github.com/godotengine/godot/pull/91793)). -- Round the icon's drawing rect when drawing the button ([GH-91802](https://github.com/godotengine/godot/pull/91802)). -- Fix Control resizing wrongly after "change type" in editor ([GH-91804](https://github.com/godotengine/godot/pull/91804)). -- Editor: Add editor setting to control `disable_embedded_bitmaps` property of the editor fonts ([GH-91931](https://github.com/godotengine/godot/pull/91931)). -- GraphEdit: Fix GraphNode's ports interactable through other GraphNodes ([GH-91991](https://github.com/godotengine/godot/pull/91991)). -- Fix tooltip mouse position conversion for scaled controls ([GH-91997](https://github.com/godotengine/godot/pull/91997)). -- Improve button min. size calculation ([GH-92009](https://github.com/godotengine/godot/pull/92009)). -- Fix Tree and FileSystemList edit popup double events and ESC behavior ([GH-92042](https://github.com/godotengine/godot/pull/92042)). -- Fix scrollbar issues in `ScrollContainer` ([GH-92138](https://github.com/godotengine/godot/pull/92138)). -- Fix TextureButton's click mask texture size ignored if missing normal texture ([GH-92222](https://github.com/godotengine/godot/pull/92222)). -- Fix `PopupMenu` focus issues after `Viewport::set_embedding_subwindows` is changed ([GH-92243](https://github.com/godotengine/godot/pull/92243)). -- Fix crash during code editor folding and LSP ([GH-92301](https://github.com/godotengine/godot/pull/92301)). -- Fix `get_position_with_decorations` and `get_size_with_decorations` for embedded windows ([GH-92317](https://github.com/godotengine/godot/pull/92317)). -- Remove duplicate if/else code in `TextEdit::_notification` ([GH-92342](https://github.com/godotengine/godot/pull/92342)). -- Fix duplicate AcceptDialog cancel/confirm events ([GH-92460](https://github.com/godotengine/godot/pull/92460)). -- RTL: Use real text/object height instead of line height for meta click/hover detection ([GH-92461](https://github.com/godotengine/godot/pull/92461)). -- GraphEdit: Convert to minimap line after getting connection line ([GH-92463](https://github.com/godotengine/godot/pull/92463)). -- Invalidate `Control` global transform before notifying about resize / rect change ([GH-92489](https://github.com/godotengine/godot/pull/92489)). -- TextEdit: Use style margins for selection in read-only mode ([GH-92505](https://github.com/godotengine/godot/pull/92505)). -- Fix minimap error when moving to the top ([GH-92557](https://github.com/godotengine/godot/pull/92557)). -- RTL: Clear default justification flags if custom are set ([GH-92565](https://github.com/godotengine/godot/pull/92565)). -- Fix `RichTextLabel` table overlapping with next line ([GH-92605](https://github.com/godotengine/godot/pull/92605)). -- Fix `NOTIFICATION_SORT_CHILDREN` is called twice on startup ([GH-92645](https://github.com/godotengine/godot/pull/92645)). -- Fix popup windows content margins ([GH-92647](https://github.com/godotengine/godot/pull/92647)). -- Add visibility mode to `as_sortable_control()` ([GH-92664](https://github.com/godotengine/godot/pull/92664)). -- Button: Adds theme option to align button text and icon to either largest or current stylebox ([GH-92701](https://github.com/godotengine/godot/pull/92701)). -- Force canvas item update on oversampling change ([GH-92731](https://github.com/godotengine/godot/pull/92731)). -- Fix IME activation in subviewports ([GH-92740](https://github.com/godotengine/godot/pull/92740)). -- RTL: Fix nested ordered lists inside unordered lists ([GH-92745](https://github.com/godotengine/godot/pull/92745)). -- macOS: Improve native menu open/close callbacks ([GH-92781](https://github.com/godotengine/godot/pull/92781)). -- Fix excessive canvas items updates ([GH-92808](https://github.com/godotengine/godot/pull/92808)). -- Stop color picker tooltip from stealing input events ([GH-92843](https://github.com/godotengine/godot/pull/92843)). -- Force editor progress dialog size update ([GH-92856](https://github.com/godotengine/godot/pull/92856)). -- Fix `TextureProgressBar` radial mode invalid polygon edge case ([GH-92901](https://github.com/godotengine/godot/pull/92901)). -- Window: Fix mouse hover state of the main window when mouse enter event was sent before setting callbacks ([GH-92908](https://github.com/godotengine/godot/pull/92908)). -- Fix native file dialogs being shown on `set_visible(false)` ([GH-92943](https://github.com/godotengine/godot/pull/92943)). -- RTL: Fix list item prefix width not taken into account ([GH-92968](https://github.com/godotengine/godot/pull/92968)). -- Fix `Container::pending_sort` tracking ([GH-93008](https://github.com/godotengine/godot/pull/93008)). -- TextEdit: Don't error when undo stack is empty ([GH-93042](https://github.com/godotengine/godot/pull/93042)). -- Button: Do not include internal margins into base button minimum size ([GH-93128](https://github.com/godotengine/godot/pull/93128)). -- RTL: Fix `align_to_row` for the last table row ([GH-93137](https://github.com/godotengine/godot/pull/93137)). -- RTL: Fix table h/v separation alignment ([GH-93140](https://github.com/godotengine/godot/pull/93140)). -- Fix engine crashing when using Down Arrow selection on Tree with no selection ([GH-93179](https://github.com/godotengine/godot/pull/93179)). -- TextServer: Save advances rounding remainders to prevent rounding error accumulation ([GH-93256](https://github.com/godotengine/godot/pull/93256)). -- Fix GridContainer minimum size when there's a hidden parent ([GH-93386](https://github.com/godotengine/godot/pull/93386)). -- Fix FlowContainer scale from also scaling wrap point ([GH-93444](https://github.com/godotengine/godot/pull/93444)). -- Fix atlas texture positioning in circular TextureProgressBar ([GH-93467](https://github.com/godotengine/godot/pull/93467)). -- Fix subwindow titlebar redraw on oversampling change ([GH-93490](https://github.com/godotengine/godot/pull/93490)). -- CodeEdit: Fix move lines up/down viewport and selection issues ([GH-93607](https://github.com/godotengine/godot/pull/93607)). -- Hide unused category vboxes in inspector ([GH-93627](https://github.com/godotengine/godot/pull/93627)). -- Button: Use `align_to_largest_stylebox` for min. size calculation ([GH-93708](https://github.com/godotengine/godot/pull/93708)). -- Fix RichTextLabel fade set `start_index` to command offset ([GH-93721](https://github.com/godotengine/godot/pull/93721)). -- Change GUI controls pixel snap to round halfway towards positive infinity (`floor(x + 0.5)`) ([GH-93749](https://github.com/godotengine/godot/pull/93749)). -- Fix division by zero in aspect ratio calculation ([GH-93764](https://github.com/godotengine/godot/pull/93764)). -- Fix `AtlasTexture::draw_rect` flipping for non-zero margin ([GH-93828](https://github.com/godotengine/godot/pull/93828)). -- Fix some VisualShader features for high DPI displays/custom UI scales ([GH-93903](https://github.com/godotengine/godot/pull/93903)). -- Fix `Control` nodes emitting unnecessary `resized` signals ([GH-93908](https://github.com/godotengine/godot/pull/93908)). -- Fix dropping on selection in script editor ([GH-93959](https://github.com/godotengine/godot/pull/93959)). -- Fix connections not updated after GraphNode slot update ([GH-93999](https://github.com/godotengine/godot/pull/93999)). -- Fix RichTextLabel + `ui_down` scrolling too far ([GH-94003](https://github.com/godotengine/godot/pull/94003)). -- NativeMenu: Do not auto toggle check/multi-state items. Add `is_native_menu` method ([GH-94061](https://github.com/godotengine/godot/pull/94061)). -- Fix LCD font AA modulation in RendererRD ([GH-94064](https://github.com/godotengine/godot/pull/94064)). -- Fix container minimum size with hidden parent ([GH-94085](https://github.com/godotengine/godot/pull/94085)). -- Prevent confirm button being overridden to "Open" when in save file mode ([GH-94172](https://github.com/godotengine/godot/pull/94172)). -- Avoid `FlowContainer` crash with `TextureRect` using `EXPAND_FIT_*` expand modes ([GH-94286](https://github.com/godotengine/godot/pull/94286)). -- macOS: Fix code completion list scrolling with trackpad ([GH-94363](https://github.com/godotengine/godot/pull/94363)). -- Fix input lock issue when drag scrolling on a `Tree` element on touchscreen devices ([GH-94422](https://github.com/godotengine/godot/pull/94422)). -- Fix ScriptEditor scrolling horizontally when reopening script ([GH-94439](https://github.com/godotengine/godot/pull/94439)). -- Fix game window stops responding when debugger pauses ([GH-94452](https://github.com/godotengine/godot/pull/94452)). -- RTL: Fix text size rounding with MSDF fonts ([GH-94606](https://github.com/godotengine/godot/pull/94606)). -- ScrollContainer: Fix RTL on follow focus ([GH-94621](https://github.com/godotengine/godot/pull/94621)). -- GraphEdit: Correctly disconnect signal to `connection_layer` ([GH-94810](https://github.com/godotengine/godot/pull/94810)). -- Fix `TextEdit` scroll properties editor hint suffix ([GH-94821](https://github.com/godotengine/godot/pull/94821)). -- Fix TextEdit placeholder fit content height ([GH-94848](https://github.com/godotengine/godot/pull/94848)). -- Use legacy color picking in single window mode ([GH-94931](https://github.com/godotengine/godot/pull/94931)). -- Windows: Check if transparency is enabled in the project setting before applying DWM blur ([GH-95009](https://github.com/godotengine/godot/pull/95009)). -- Fix GraphEdit port snapping in certain edge cases ([GH-95059](https://github.com/godotengine/godot/pull/95059)). -- Font: Add check for cyclic base font dependencies ([GH-95083](https://github.com/godotengine/godot/pull/95083)). -- Clear `TabBar` tab close button's rect after it's hidden ([GH-95122](https://github.com/godotengine/godot/pull/95122)). -- PopupMenu: Increase mouse button release timeout and reset it from `post_popup` ([GH-95232](https://github.com/godotengine/godot/pull/95232)). -- Stop popup release timeout on click ([GH-95432](https://github.com/godotengine/godot/pull/95432)). +- Fix getting wrong focus neighbor when the control is in ScrollContainer ([GH-63059](https://github.com/godotengine/godot/pull/63059)). +- Improvements to SplitContainer including a drag bar background StyleBox ([GH-72680](https://github.com/godotengine/godot/pull/72680)). +- Fix display of embedded `Window` ([GH-80121](https://github.com/godotengine/godot/pull/80121)). +- Add a Viewport method to get automatically computed 2D stretch transform ([GH-80965](https://github.com/godotengine/godot/pull/80965)). +- Fix `button_up` and `button_down` signals with focus changes or multiple inputs ([GH-81532](https://github.com/godotengine/godot/pull/81532)). +- Implement fit content width in TextEdit ([GH-83070](https://github.com/godotengine/godot/pull/83070)). +- Simplify `Control` internal transform calculation ([GH-84840](https://github.com/godotengine/godot/pull/84840)). +- Correctly restore Control position on undoing an Anchors Preset ([GH-85275](https://github.com/godotengine/godot/pull/85275)). +- Make `FileDialog` filtering case insensitive ([GH-85789](https://github.com/godotengine/godot/pull/85789)). +- Allow dragging selection when selecting whole words in `RichTextLabel` ([GH-85799](https://github.com/godotengine/godot/pull/85799)). +- Cleanup in undo in `TextEdit` and `LineEdit` ([GH-86085](https://github.com/godotengine/godot/pull/86085)). +- Prevent `LineEdit` focus loss when text is submitted or rejected and allow selecting without editing with arrow keys ([GH-87674](https://github.com/godotengine/godot/pull/87674)). +- Prevent some internal nodes being duplicated in Controls ([GH-88114](https://github.com/godotengine/godot/pull/88114)). +- Fix RichTextLabel bottom margin for text clipping ([GH-88167](https://github.com/godotengine/godot/pull/88167)). +- Add hover state to Tree items display ([GH-88530](https://github.com/godotengine/godot/pull/88530)). +- Add filename filter field to FileDialog ([GH-88673](https://github.com/godotengine/godot/pull/88673)). +- [macOS, Windows] Add support for excluding windows from a screenshot ([GH-88950](https://github.com/godotengine/godot/pull/88950)). +- Improve SpinBox interaction, split arrows, add theme attributes ([GH-89265](https://github.com/godotengine/godot/pull/89265)). +- Fix backspace always unfolding previous line ([GH-89554](https://github.com/godotengine/godot/pull/89554)). +- Make TextEdit autocompletion replace word unless Shift is held ([GH-90723](https://github.com/godotengine/godot/pull/90723)). +- Add TextEdit option to prevent copying without a selection ([GH-90743](https://github.com/godotengine/godot/pull/90743)). +- Make `PopupMenu/Panel` shadows properly visible again ([GH-91333](https://github.com/godotengine/godot/pull/91333)). +- Save color palette as resources to reuse later ([GH-91604](https://github.com/godotengine/godot/pull/91604)). +- Fix TextEdit mouse selection and scroll cancel ([GH-91778](https://github.com/godotengine/godot/pull/91778)). +- Fix tooltip content being cut off at some display scales ([GH-91965](https://github.com/godotengine/godot/pull/91965)). +- Fix `Window.wrap_controls` does not account for the `content_scale_factor` ([GH-91971](https://github.com/godotengine/godot/pull/91971)). +- Fix TextEdit caret movement at start of wrapped lines ([GH-91978](https://github.com/godotengine/godot/pull/91978)). +- Implement drag-and-drop logic for previewing themes ([GH-92435](https://github.com/godotengine/godot/pull/92435)). +- TextServerAdvanced: 2x performance improvement by removing redundant lookups ([GH-92575](https://github.com/godotengine/godot/pull/92575)). +- TextServerFallback: 2x performance improvement by removing redundant lookups ([GH-92581](https://github.com/godotengine/godot/pull/92581)). +- Fix `MenuBar` popup placement assuming it's in viewport default canvas ([GH-92841](https://github.com/godotengine/godot/pull/92841)). +- CodeEdit: Improve render time by 2x ([GH-92865](https://github.com/godotengine/godot/pull/92865)). +- RTL: Improve BBCode parsing ([GH-92962](https://github.com/godotengine/godot/pull/92962)). +- Adjust StyleBoxFlat antialiasing to account for 2D stretch scale ([GH-92997](https://github.com/godotengine/godot/pull/92997)). +- Add `Auto width` behavior to ItemList ([GH-93270](https://github.com/godotengine/godot/pull/93270)). +- More GUI nodes listening for texture changes ([GH-93285](https://github.com/godotengine/godot/pull/93285)). +- Add button unit test ([GH-93381](https://github.com/godotengine/godot/pull/93381)). +- Improve button behavior when multiple mouse buttons are used at the same time ([GH-93500](https://github.com/godotengine/godot/pull/93500)). +- Improve Editor Inspector/Theme item lookup performance ([GH-93602](https://github.com/godotengine/godot/pull/93602)). +- Add unit tests for `OptionButton` ([GH-93824](https://github.com/godotengine/godot/pull/93824)). +- Add RichTextLabel `is_finished()`, deprecate `is_ready()` ([GH-93940](https://github.com/godotengine/godot/pull/93940)). +- Optimize `StyleBoxFlat.draw()` ([GH-94240](https://github.com/godotengine/godot/pull/94240)). +- RTL: Expose missing default properties, ensure bbcode is reparserd when these are changed ([GH-94426](https://github.com/godotengine/godot/pull/94426)). +- Treat `MenuBar` and `MenuButton` as advanced UI ([GH-94513](https://github.com/godotengine/godot/pull/94513)). +- Improve blend tree contrast/margins ([GH-94721](https://github.com/godotengine/godot/pull/94721)). +- Improve `Tree` performance ([GH-94748](https://github.com/godotengine/godot/pull/94748)). +- Fix EditorSpinSlider when hidden ([GH-95028](https://github.com/godotengine/godot/pull/95028)). +- Editor: Allow MSDF font rendering for custom fonts, add editor setting to control it ([GH-95230](https://github.com/godotengine/godot/pull/95230)). +- Draw a checkerboard behind translucent colors in CodeEdit autocompletion previews ([GH-95285](https://github.com/godotengine/godot/pull/95285)). +- Fix `TextServer::shaped_text_*_character_pos` for the first character of wrapped string. Allow starting/ending RTL selection before line start ([GH-95301](https://github.com/godotengine/godot/pull/95301)). +- Fix graph node stretch not taking titlebar into account ([GH-95389](https://github.com/godotengine/godot/pull/95389)). +- Fix wrong focus neighbor for grid-aligned 0 separation controls ([GH-95500](https://github.com/godotengine/godot/pull/95500)). +- Reshape and update button on oversampling change ([GH-95511](https://github.com/godotengine/godot/pull/95511)). +- Misc code cleanup in EditorFileDialog ([GH-95544](https://github.com/godotengine/godot/pull/95544)). +- Fix small graph editor pins at higher display scales ([GH-95687](https://github.com/godotengine/godot/pull/95687)). +- Windows: Run native file dialogs in thread to make it non-blocking ([GH-95794](https://github.com/godotengine/godot/pull/95794)). +- Only reset the tooltip timer when the mouse has actually moved ([GH-95846](https://github.com/godotengine/godot/pull/95846)). +- Always store ID of PopupMenu items ([GH-95857](https://github.com/godotengine/godot/pull/95857)). +- Allow horizontal scrolling in Tree using Shift ([GH-95889](https://github.com/godotengine/godot/pull/95889)). +- Disable text trimming in SceneTreeEditor ([GH-95891](https://github.com/godotengine/godot/pull/95891)). +- Clean up Viewport's `forced_mouse_focus` ([GH-95902](https://github.com/godotengine/godot/pull/95902)). +- Fix mouse move over an unfocused window ([GH-95972](https://github.com/godotengine/godot/pull/95972)). +- Windows: Emit native file dialog callback from event loop, fix selected options not saved ([GH-95983](https://github.com/godotengine/godot/pull/95983)). +- Fix deadzone slider not working correctly ([GH-96000](https://github.com/godotengine/godot/pull/96000)). +- Fix LineEdit word mode when there are no more words ([GH-96038](https://github.com/godotengine/godot/pull/96038)). +- Fix importer preview for models with scaled armatures ([GH-96067](https://github.com/godotengine/godot/pull/96067)). +- Fix collapsing `TreeItem` not updating horizontal scrollbar ([GH-96142](https://github.com/godotengine/godot/pull/96142)). +- Fix Connect Signal Dialog control alignment ([GH-96164](https://github.com/godotengine/godot/pull/96164)). +- Tree: Fix error when removing child from `Tree` ([GH-96206](https://github.com/godotengine/godot/pull/96206)). +- Tree: Improve navigation with row select mode ([GH-96232](https://github.com/godotengine/godot/pull/96232)). +- RTL: Move image/table draw to the `DRAW_STEP_TEXT` ([GH-96247](https://github.com/godotengine/godot/pull/96247)). +- Account for dropcap when calculating paragraph size, fix duplicate last char when using dropcap with autowrap off ([GH-96265](https://github.com/godotengine/godot/pull/96265)). +- Fix floating window corner radius ([GH-96269](https://github.com/godotengine/godot/pull/96269)). +- Deprecate `set_min_buttons_width_from_icons` ([GH-96276](https://github.com/godotengine/godot/pull/96276)). +- Fix `StyleBoxFlat` rectangles skewing independently ([GH-96285](https://github.com/godotengine/godot/pull/96285)). +- Fix scroll container min size calculation ([GH-96305](https://github.com/godotengine/godot/pull/96305)). +- Prevent crash after removing GraphEdit's connection layer ([GH-96309](https://github.com/godotengine/godot/pull/96309)). +- Use InputMap actions consistently across all LineEdit's that filter an underlying Tree or ItemList ([GH-96400](https://github.com/godotengine/godot/pull/96400)). +- RTL: Do not add final newline to the paragraph context ([GH-96460](https://github.com/godotengine/godot/pull/96460)). +- MenuBar: Make menu start index more consistent ([GH-96507](https://github.com/godotengine/godot/pull/96507)). +- TextServer: Fix structured text parser for GDScript comments ([GH-96512](https://github.com/godotengine/godot/pull/96512)). +- Fix PopupPanel and PopupMenu menu styles ([GH-96518](https://github.com/godotengine/godot/pull/96518)). +- Wayland: Fix primary clipboard handling ([GH-96540](https://github.com/godotengine/godot/pull/96540)). +- Fix frame title popup position in the VisualShader editor ([GH-96543](https://github.com/godotengine/godot/pull/96543)). +- macOS: Make gaps between editor titlebar buttons unclickabe to prevent accidental window move/resize ([GH-96554](https://github.com/godotengine/godot/pull/96554)). +- Add Control+Shift+U (rebindable) action for Unicode input, show hex as it is entered ([GH-96592](https://github.com/godotengine/godot/pull/96592)). +- Expose `Viewport.gui_cancel_drag()` to GDScript as a counterpart to `Control.force_drag()` ([GH-96614](https://github.com/godotengine/godot/pull/96614)). +- Fix `is_inside_tree` error when inspecting an Environment resource ([GH-96688](https://github.com/godotengine/godot/pull/96688)). +- RTL: Fix internal process incorrectly disabled on appending text ([GH-96706](https://github.com/godotengine/godot/pull/96706)). +- Label3D: Fix updating labels in subvieports on oversampling change ([GH-96708](https://github.com/godotengine/godot/pull/96708)). +- Fix tooltip appearing in old place, on movement ([GH-96721](https://github.com/godotengine/godot/pull/96721)). +- RTL: Fix indent in tables and tables in indent ([GH-96735](https://github.com/godotengine/godot/pull/96735)). +- Fix EditorSpinSlider blocking viewport from getting focus ([GH-96786](https://github.com/godotengine/godot/pull/96786)). +- Fix slider size in compact mode ([GH-96801](https://github.com/godotengine/godot/pull/96801)). +- Tree: Improve Tree Performance by replacing computed height with TreeItem's cached minimum size ([GH-96841](https://github.com/godotengine/godot/pull/96841)). +- Remove useless `Viewport::gui.key_input_accepted` ([GH-96867](https://github.com/godotengine/godot/pull/96867)). +- Add `SCROLL_MODE_RESERVE` to ScrollContainer ([GH-96871](https://github.com/godotengine/godot/pull/96871)). +- RTL: Fix font not updated for some spans ([GH-96878](https://github.com/godotengine/godot/pull/96878)). +- Fix native file dialog showing on loading project in editor ([GH-96900](https://github.com/godotengine/godot/pull/96900)). +- GraphEdit: Improve dotted pattern grid performance ([GH-96910](https://github.com/godotengine/godot/pull/96910)). +- Fix `VSlider` grabber area ([GH-96996](https://github.com/godotengine/godot/pull/96996)). +- Fix FileDialog default size ([GH-97004](https://github.com/godotengine/godot/pull/97004)). +- Core: Add `DisplayServer` flag for sharp corners ([GH-97005](https://github.com/godotengine/godot/pull/97005)). +- Expose `LineEdit` `edit` and `unedit` methods ([GH-97094](https://github.com/godotengine/godot/pull/97094)). +- Fix trackpad code completion scrolling ([GH-97122](https://github.com/godotengine/godot/pull/97122)). +- Fix `TabContainer` minimum size ([GH-97132](https://github.com/godotengine/godot/pull/97132)). +- Fix `TreeItem` `get_prev*` methods when `p_wrap` is `true` ([GH-97157](https://github.com/godotengine/godot/pull/97157)). +- Tree: Allow disabling auto generated tooltip for `TreeItem` ([GH-97158](https://github.com/godotengine/godot/pull/97158)). +- Expose `has_undo()` and `has_redo()` of LineEdit ([GH-97167](https://github.com/godotengine/godot/pull/97167)). +- Fix TabContainer tab offset moving when not needed ([GH-97209](https://github.com/godotengine/godot/pull/97209)). +- ColorPicker: Ignore TextureRect expand mode during legacy picking ([GH-97212](https://github.com/godotengine/godot/pull/97212)). +- Add `GraphEdit.cut_nodes_request` signal ([GH-97229](https://github.com/godotengine/godot/pull/97229)). +- Fix TabBar initialization issue and add tests ([GH-97255](https://github.com/godotengine/godot/pull/97255)). +- Fix script editor not underlining Unicode identifiers when Ctrl-hovered ([GH-97269](https://github.com/godotengine/godot/pull/97269)). +- Fix ScrollContainer configuration warnings ([GH-97291](https://github.com/godotengine/godot/pull/97291)). +- Prevent infinite recursion in first `_draw` ([GH-97328](https://github.com/godotengine/godot/pull/97328)). +- Fix `font_hover_pressed_color` and `icon_hover_pressed_color` not working for no stylebox use on `Button` ([GH-97335](https://github.com/godotengine/godot/pull/97335)). +- Add tests for SplitContainer ([GH-97371](https://github.com/godotengine/godot/pull/97371)). +- Fix button text autowrap overflow when inside a container ([GH-97389](https://github.com/godotengine/godot/pull/97389)). +- Make `_make_custom_tooltip` receive raw tooltip for buttons with shortcut enabled ([GH-97397](https://github.com/godotengine/godot/pull/97397)). +- Fix ItemList text trimming ([GH-97439](https://github.com/godotengine/godot/pull/97439)). +- GraphEdit: Make connections a property ([GH-97449](https://github.com/godotengine/godot/pull/97449)). +- TextServer: Improve embedded objects handling performance ([GH-97478](https://github.com/godotengine/godot/pull/97478)). +- Fix Spinbox display does not round properly when using decimal custom arrow steps ([GH-97573](https://github.com/godotengine/godot/pull/97573)). +- Fix ICU support data loading ([GH-97648](https://github.com/godotengine/godot/pull/97648)). +- Only cancel completion with the `ui_cancel` action ([GH-97660](https://github.com/godotengine/godot/pull/97660)). +- TextServer: Silently skip invalid system fallback fonts ([GH-97693](https://github.com/godotengine/godot/pull/97693)). +- Handle scroll events in RichtTextLabel ([GH-97730](https://github.com/godotengine/godot/pull/97730)). +- Improve blurred content of embedded windows ([GH-97745](https://github.com/godotengine/godot/pull/97745)). +- Fix `window_set_current_screen` for maximized windows ([GH-97757](https://github.com/godotengine/godot/pull/97757)). +- Fix `ColorPicker` virtual keyboard popup on mobile ([GH-97807](https://github.com/godotengine/godot/pull/97807)). +- GraphEdit: Only print warning for connection layer deletion when justified ([GH-97809](https://github.com/godotengine/godot/pull/97809)). +- Fix quick open background panel style ([GH-97820](https://github.com/godotengine/godot/pull/97820)). +- Fix `BottomPanel` excessive width ([GH-97878](https://github.com/godotengine/godot/pull/97878)). +- Add theme type variations for secondary Trees and ItemLists ([GH-97884](https://github.com/godotengine/godot/pull/97884)). +- ItemList - Fix right padding missing ([GH-97888](https://github.com/godotengine/godot/pull/97888)). +- Fix `PopupMenu.id_focused` signal using index as ID ([GH-97890](https://github.com/godotengine/godot/pull/97890)). +- Fix `Button` minimum size when `disabled` is toggled ([GH-97897](https://github.com/godotengine/godot/pull/97897)). +- Fix `EditorSpinSlider` grabber `TextureRect` doesn't follow parent when scrolling ([GH-97946](https://github.com/godotengine/godot/pull/97946)). +- Allow `Control` to show custom tooltip when tooltip text is empty ([GH-97961](https://github.com/godotengine/godot/pull/97961)). +- RTL: Add support for vertical alignment ([GH-97963](https://github.com/godotengine/godot/pull/97963)). +- Refresh `MenuBar` scene after child renamed in editor ([GH-97977](https://github.com/godotengine/godot/pull/97977)). +- Fix uneditable `LineEdit`, `TextEdit` and `CodeEdit` virtual keyboard popup on mobile ([GH-98012](https://github.com/godotengine/godot/pull/98012)). +- Unify filter feature and improve space management for EditorFileDialog ([GH-98022](https://github.com/godotengine/godot/pull/98022)). +- Fix incorrect drag preview position under transformed `CanvasLayer` ([GH-98032](https://github.com/godotengine/godot/pull/98032)). +- Fix `ScrollBar` grabber mouse input ignores scroll content margins ([GH-98035](https://github.com/godotengine/godot/pull/98035)). +- [TextParagraph/Button] Add support for line spacing ([GH-98036](https://github.com/godotengine/godot/pull/98036)). +- Rename internal Button `*_icon` functions to `*_button_icon` to match exposed methods ([GH-98039](https://github.com/godotengine/godot/pull/98039)). +- RTL: Keep tag stack between `append_text` calls ([GH-98082](https://github.com/godotengine/godot/pull/98082)). +- Add System Locale layout direction for `Control` and `Window` ([GH-98203](https://github.com/godotengine/godot/pull/98203)). +- Fix button click detection when `Tree` is rotated ([GH-98299](https://github.com/godotengine/godot/pull/98299)). +- Clarify `LineEdit.shortcut_keys_enabled` only affects context menu items ([GH-98304](https://github.com/godotengine/godot/pull/98304)). +- Fix legacy picking label bounds ([GH-98368](https://github.com/godotengine/godot/pull/98368)). +- Fix Control `offset_*` property types ([GH-98443](https://github.com/godotengine/godot/pull/98443)). +- RTL: Allow setting image alignment as separate bbcode argument ([GH-98450](https://github.com/godotengine/godot/pull/98450)). +- Increase range hint for StyleBoxFlat `border_width`, `corner_radius` and `expand_margin` ([GH-98477](https://github.com/godotengine/godot/pull/98477)). +- Fix some flickering tooltips ([GH-98479](https://github.com/godotengine/godot/pull/98479)). +- CodeEdit: Fix line number margin ([GH-98543](https://github.com/godotengine/godot/pull/98543)). +- Label: Handle text as multiple independent paragraphs ([GH-98605](https://github.com/godotengine/godot/pull/98605)). +- TextServer: Reset subpixel shift on blank glyphs ([GH-98664](https://github.com/godotengine/godot/pull/98664)). +- Fix `total_visible_line_count` calculation when removing and clearing `TextEdit`'s text ([GH-98678](https://github.com/godotengine/godot/pull/98678)). +- Add tests for control to test anchoring and minimum size ([GH-98757](https://github.com/godotengine/godot/pull/98757)). +- Fix Tree drag-and-drop scrolling having low FPS at low Physics Ticks per Second ([GH-98766](https://github.com/godotengine/godot/pull/98766)). +- Improve `TextureProgressBar.set_radial_initial_angle()` by removing loops ([GH-98816](https://github.com/godotengine/godot/pull/98816)). +- TextServer: Only load ellipsis glyph when it's used ([GH-98841](https://github.com/godotengine/godot/pull/98841)). +- Android: Update exported app and editor theme ([GH-98890](https://github.com/godotengine/godot/pull/98890)). +- Add `HScrollbar` to `ItemList` when `max_columns == 0` ([GH-99050](https://github.com/godotengine/godot/pull/99050)). +- Ignore paste action if clipboard is empty ([GH-99142](https://github.com/godotengine/godot/pull/99142)). +- Improve editor file dialog options ([GH-99182](https://github.com/godotengine/godot/pull/99182)). +- Use processed filter list for native dialogs ([GH-99266](https://github.com/godotengine/godot/pull/99266)). +- Introduce a `SubViewportContainer` config for drag-and-drop target locations ([GH-99270](https://github.com/godotengine/godot/pull/99270)). +- Hide unused `exp_edit` from SpinBox's inspector ([GH-99289](https://github.com/godotengine/godot/pull/99289)). +- Android: Set default `ACCESS_FILESYSTEM` root for FileDialog ([GH-99310](https://github.com/godotengine/godot/pull/99310)). +- Add `Toggle` selection mode to `ItemList` ([GH-99355](https://github.com/godotengine/godot/pull/99355)). +- Fix button state of grid and highlight layer in tile map layer editor ([GH-99357](https://github.com/godotengine/godot/pull/99357)). +- ItemList: highlight selected items and draw `cursor`-stylebox last ([GH-99361](https://github.com/godotengine/godot/pull/99361)). +- Expose state machine focus color to theming ([GH-99409](https://github.com/godotengine/godot/pull/99409)). +- Fix SVG font rendering ([GH-99459](https://github.com/godotengine/godot/pull/99459)). +- ColorPicker: Fix OKHSL circle in HSV mode ([GH-99461](https://github.com/godotengine/godot/pull/99461)). +- RTL: Add tooltip support to meta/url tag ([GH-99481](https://github.com/godotengine/godot/pull/99481)). +- TextServer: Fix some line breaking edge cases ([GH-99488](https://github.com/godotengine/godot/pull/99488)). +- Add `get_connection_count` function to `GraphEdit` ([GH-99564](https://github.com/godotengine/godot/pull/99564)). +- Fix native file dialog filter selection in save dialogs ([GH-99595](https://github.com/godotengine/godot/pull/99595)). +- macOS: Use native window drag for the custom editor title bars ([GH-99642](https://github.com/godotengine/godot/pull/99642)). +- RTL: Fix clearing text with `set_text("")` ([GH-99665](https://github.com/godotengine/godot/pull/99665)). +- RTL: Parse "\r\n" as a single paragraph break, add some documentation notes ([GH-99668](https://github.com/godotengine/godot/pull/99668)). +- Improve documentation for tooltip-related methods ([GH-99679](https://github.com/godotengine/godot/pull/99679)). +- Show `TextureProgressBar` radial center cross only when editing the scene ([GH-99685](https://github.com/godotengine/godot/pull/99685)). +- Rename `SubViewportContainer` option `consume_drag_and_drop` to `mouse_target` ([GH-99691](https://github.com/godotengine/godot/pull/99691)). +- Fix RTL visuals for sliders ([GH-99708](https://github.com/godotengine/godot/pull/99708)). +- Fix removing last digit in spinbox while `update_on_text_changed` is true ([GH-99721](https://github.com/godotengine/godot/pull/99721)). +- Fix physics picking when hovering an embedded window ([GH-99771](https://github.com/godotengine/godot/pull/99771)). +- Allow copy/select shortcuts when `editable` is false in `LineEdit` ([GH-99822](https://github.com/godotengine/godot/pull/99822)). +- Fix `switch_on_hover` for `MenuButton` ([GH-99849](https://github.com/godotengine/godot/pull/99849)). +- Add horizontal center for ColorPicker buttons ([GH-99882](https://github.com/godotengine/godot/pull/99882)). +- Introduce `Viewport` functions for keeping the mouse over state consistent ([GH-99890](https://github.com/godotengine/godot/pull/99890)). +- Label: Fix empty paragraph height ([GH-99906](https://github.com/godotengine/godot/pull/99906)). +- Label: Fix min. width ([GH-99915](https://github.com/godotengine/godot/pull/99915)). +- Change default Arabic font to Vazirmatn ([GH-100053](https://github.com/godotengine/godot/pull/100053)). +- [Windows & macOS] Fix popup window shows behind `always_on_top` parent ([GH-100179](https://github.com/godotengine/godot/pull/100179)). +- Android: Support for DisplayServer base color retrieval ([GH-100200](https://github.com/godotengine/godot/pull/100200)). +- Fix user selection on top of `bgcolor` areas in a `RichTextLabel` ([GH-100208](https://github.com/godotengine/godot/pull/100208)). +- LineEdit: add member `keep_editing_on_text_submit` ([GH-100240](https://github.com/godotengine/godot/pull/100240)). +- Allow canceling drag-and-drop with right mouse button ([GH-100259](https://github.com/godotengine/godot/pull/100259)). +- Don't emit `text_changed` signal when clearing empty LineEdit ([GH-100275](https://github.com/godotengine/godot/pull/100275)). +- Improve emoji SVG parsing by caching ([GH-100300](https://github.com/godotengine/godot/pull/100300)). +- Fix 3D ruler theme overrides ([GH-100312](https://github.com/godotengine/godot/pull/100312)). +- Add `get_selection_line_offset` to `RichTextLabel` ([GH-100329](https://github.com/godotengine/godot/pull/100329)). +- Itemlist: draw focus stylebox after items ([GH-100429](https://github.com/godotengine/godot/pull/100429)). +- Add `get_line_range()` to `RichTextLabel` ([GH-100432](https://github.com/godotengine/godot/pull/100432)). +- Fix `ViewPanner` panning-mouse-warp ([GH-100444](https://github.com/godotengine/godot/pull/100444)). +- Clear syntax highlighter cache when theme or syntax highlighter is changed ([GH-100451](https://github.com/godotengine/godot/pull/100451)). +- Highlight hovered `GraphEdit` connection by widening the line ([GH-100456](https://github.com/godotengine/godot/pull/100456)). +- TextServer: Fix space trimming around mandatory line breaks ([GH-100492](https://github.com/godotengine/godot/pull/100492)). +- Fix `RichTextLabel` bbcode rainbow play reversed and paused ([GH-100494](https://github.com/godotengine/godot/pull/100494)). +- TextServer: Fix use of `find_char` in text servers ([GH-100562](https://github.com/godotengine/godot/pull/100562)). +- [Windows, FileDialog] Prepend drive letter to the absolute paths without drive letter ([GH-100595](https://github.com/godotengine/godot/pull/100595)). +- EditorFileDialog: Do not update file selection on filter change if nothing was previously selected ([GH-100596](https://github.com/godotengine/godot/pull/100596)). +- Fix Android native file picker ([GH-100607](https://github.com/godotengine/godot/pull/100607)). +- Unset last focused window when it is destroyed ([GH-100637](https://github.com/godotengine/godot/pull/100637)). +- MenuBar: Use PopupMenu title property as a menu name ([GH-100671](https://github.com/godotengine/godot/pull/100671)). +- Tweak `TextureProgressBar` `NOTIFICATION_DRAW` to support 9-patch stretch in radial modes ([GH-100697](https://github.com/godotengine/godot/pull/100697)). +- Handle changing ItemLists from signals ([GH-100714](https://github.com/godotengine/godot/pull/100714)). +- Android: Fix `Window` size changes ignored when node is not in tree ([GH-100746](https://github.com/godotengine/godot/pull/100746)). +- Allow overriding SpinBox value on `focus_exited` ([GH-100860](https://github.com/godotengine/godot/pull/100860)). +- Prevent tooltip from showing when hovering past the end of script line ([GH-100913](https://github.com/godotengine/godot/pull/100913)). +- ColorPicker: Fix cursor position in OKHSL wheel ([GH-100930](https://github.com/godotengine/godot/pull/100930)). +- ColorPicker: Improve the accuracy of hue slider in OKHSL mode ([GH-100931](https://github.com/godotengine/godot/pull/100931)). +- Fix ProjectTag button variation ([GH-100999](https://github.com/godotengine/godot/pull/100999)). +- Fix nullptr crash with freed `GraphNode` in GraphEditArranger ([GH-101005](https://github.com/godotengine/godot/pull/101005)). +- [macOS/Windows] Add `Emoji & Symbols` context menu item to LineEdit/TextEdit to show system character picker ([GH-101021](https://github.com/godotengine/godot/pull/101021)). +- Android: Implement support for `native dialog` ([GH-101061](https://github.com/godotengine/godot/pull/101061)). +- Fix `has_font` and `has_font_size` always return true ([GH-101066](https://github.com/godotengine/godot/pull/101066)). +- ColorPicker: remove unused children and fix sample bugs ([GH-101100](https://github.com/godotengine/godot/pull/101100)). +- Tree - fix cusor selection in `multi` selection-mode ([GH-101160](https://github.com/godotengine/godot/pull/101160)). +- Fix large `TextEdit` width resize performance when wrapping disabled ([GH-101175](https://github.com/godotengine/godot/pull/101175)). +- Fix `get_visible_line_count` in RichTextLabel ([GH-101205](https://github.com/godotengine/godot/pull/101205)). +- Window: Expose `start_drag` and `start_resize` methods (for both native and embedded windows) ([GH-101221](https://github.com/godotengine/godot/pull/101221)). +- Fix gui overflow in Android editor ([GH-101234](https://github.com/godotengine/godot/pull/101234)). +- Fix menus and dropdowns requiring two clicks ([GH-101246](https://github.com/godotengine/godot/pull/101246)). +- Fix color picking on Linux/X11 ([GH-101266](https://github.com/godotengine/godot/pull/101266)). +- Fix non-typed Dictionary keys displayed as `` in the inspector ([GH-101278](https://github.com/godotengine/godot/pull/101278)). +- Fix `__focus_rect` meta access error when resizing `Tree` ([GH-101280](https://github.com/godotengine/godot/pull/101280)). +- Add `ColorPicker` cursor background and reuse the cursor for wheel ([GH-101383](https://github.com/godotengine/godot/pull/101383)). +- RTL: Fix "fade" effect char index calculations ([GH-101481](https://github.com/godotengine/godot/pull/101481)). +- RTL: Add cell option to control if cell is shrunk to its contents width ([GH-101482](https://github.com/godotengine/godot/pull/101482)). +- Fix legacy color picker crash ([GH-101513](https://github.com/godotengine/godot/pull/101513)). +- RTL: Fix character effect offset ([GH-101532](https://github.com/godotengine/godot/pull/101532)). +- Always pick widest style as min width between unselected and hovered in `TabBar` ([GH-101541](https://github.com/godotengine/godot/pull/101541)). +- Fix TextEdit breakpoint hover not hiding on mouse exit ([GH-101613](https://github.com/godotengine/godot/pull/101613)). +- Fix Follow Focus in a rotated `ScrollContainer` ([GH-101625](https://github.com/godotengine/godot/pull/101625)). +- TextServer: Fix text buffer not processing strings added after `shape` ([GH-101626](https://github.com/godotengine/godot/pull/101626)). +- TextEdit: Fix `viewport_to_caret` using start of IME text instead of IME caret/selection ([GH-101629](https://github.com/godotengine/godot/pull/101629)). +- TextServer: Fix ICU data incorrectly marked as loaded even if file was not found ([GH-101685](https://github.com/godotengine/godot/pull/101685)). +- Make dialogs non-cancelable on Android ([GH-101689](https://github.com/godotengine/godot/pull/101689)). +- Fix `ViewportTexture::get_size` ([GH-101700](https://github.com/godotengine/godot/pull/101700)). +- Fix Label vertical line alignment ([GH-101771](https://github.com/godotengine/godot/pull/101771)). +- TextServer: Fix embedded object keys in substrings ([GH-101791](https://github.com/godotengine/godot/pull/101791)). +- Fix spinbox input events propagating during dragging, breaking focus ([GH-101825](https://github.com/godotengine/godot/pull/101825)). +- Tree - fix `ui_select` ([GH-101842](https://github.com/godotengine/godot/pull/101842)). +- RTL: Fix `ready` signal sent too early in single threaded RTL ([GH-101868](https://github.com/godotengine/godot/pull/101868)). +- Fix `OptionButton.show_popup` width ([GH-101876](https://github.com/godotengine/godot/pull/101876)). +- ItemList: Fix `text_overrun_behavior` ([GH-101899](https://github.com/godotengine/godot/pull/101899)). +- Fix ColorPicker hide save/load swatches for presets_visible ([GH-101913](https://github.com/godotengine/godot/pull/101913)). +- Fix ColorPicker Swatches button width ([GH-101923](https://github.com/godotengine/godot/pull/101923)). +- TextureProgressBar: minimum size selection as maximum among all textures ([GH-101957](https://github.com/godotengine/godot/pull/101957)). +- Fix ColorPicker load/save swatches button interactions ([GH-101960](https://github.com/godotengine/godot/pull/101960)). +- Fix `Itemlist` font color in `Light` editor themes ([GH-101978](https://github.com/godotengine/godot/pull/101978)). +- Fix native popup menus position in embedded windows ([GH-102079](https://github.com/godotengine/godot/pull/102079)). +- Fix FILE_MODE_OPEN_ANY file dialog not selecting folders ([GH-102080](https://github.com/godotengine/godot/pull/102080)). +- Add check for float texture linear filtering support ([GH-102089](https://github.com/godotengine/godot/pull/102089)). +- Fix `get_item_area_rect` when tree is scrolled ([GH-102116](https://github.com/godotengine/godot/pull/102116)). +- Optimize `Font` calculations by avoiding unnecessary copy-on-write ([GH-102132](https://github.com/godotengine/godot/pull/102132)). +- Fix TextEdit visible line count when setting text ([GH-102296](https://github.com/godotengine/godot/pull/102296)). +- Make `CharFXTransform.font` property read only, add some extra documentation notes ([GH-102342](https://github.com/godotengine/godot/pull/102342)). +- Forward color picker preview mouse button events to the window underneath ([GH-102343](https://github.com/godotengine/godot/pull/102343)). +- RTL: Fix updating region without updating texture ([GH-102344](https://github.com/godotengine/godot/pull/102344)). +- Fix ColorPicker RAW alpha slider theme ([GH-102349](https://github.com/godotengine/godot/pull/102349)). +- Hide slider for array size selector in editor ([GH-102392](https://github.com/godotengine/godot/pull/102392)). +- FileDialog: Update filename/buttons state when first item is selected on folder/filter change ([GH-102397](https://github.com/godotengine/godot/pull/102397)). +- TextServer: Fix line/word breaks not always updated when applying overrun ([GH-102402](https://github.com/godotengine/godot/pull/102402)). +- Fix Tree `item_margin` for low spacing values in Editor Theme ([GH-102438](https://github.com/godotengine/godot/pull/102438)). +- TextEdit: Update syntax highlighting when IME composition string is updated ([GH-102472](https://github.com/godotengine/godot/pull/102472)). +- Add ZWSP to the list of space characters ([GH-102474](https://github.com/godotengine/godot/pull/102474)). +- Hide EditorSpinSlider slider for VectorNI ([GH-102488](https://github.com/godotengine/godot/pull/102488)). +- Hide EditorSpinSlider slider for Rect2i ([GH-102518](https://github.com/godotengine/godot/pull/102518)). +- Fix TextEdit cusor shape when mouse is held ([GH-102556](https://github.com/godotengine/godot/pull/102556)). +- Android: Add Snackbar UI component ([GH-102590](https://github.com/godotengine/godot/pull/102590)). +- Fix CodeEdit line length guideline zoomed position ([GH-102597](https://github.com/godotengine/godot/pull/102597)). +- Itemlist: Fix `text_overrun` when using `fixed_icon_size` ([GH-102603](https://github.com/godotengine/godot/pull/102603)). +- Fix mouse input on popup shadows misbehaving with `content_scale_factor` ([GH-102625](https://github.com/godotengine/godot/pull/102625)). +- TextServer: Use all available space when string is too short for ellipsis ([GH-102647](https://github.com/godotengine/godot/pull/102647)). +- Use fallback locale from project settings instead of hardcoded "en" for TextServer ([GH-102649](https://github.com/godotengine/godot/pull/102649)). +- Fix tree selecting hidden items ([GH-102738](https://github.com/godotengine/godot/pull/102738)). +- Fix TreeItem button tooltip trigger area offset ([GH-102749](https://github.com/godotengine/godot/pull/102749)). +- Fix inspector follow focus when child is focused ([GH-102775](https://github.com/godotengine/godot/pull/102775)). +- Fix `GraphEdit::frame_rect_changed` signal parameter type ([GH-102796](https://github.com/godotengine/godot/pull/102796)). +- Fix editor UI showing empty string for unknown locales ([GH-102798](https://github.com/godotengine/godot/pull/102798)). +- Sync native and embedded dialog missing extension handling ([GH-102828](https://github.com/godotengine/godot/pull/102828)). +- Fix Tree Mouse hover position ([GH-102842](https://github.com/godotengine/godot/pull/102842)). +- TextServer: Fix space trimming on line break ([GH-102854](https://github.com/godotengine/godot/pull/102854)). +- Fix TextEdit BiDi override ([GH-102895](https://github.com/godotengine/godot/pull/102895)). +- IME: Do not redraw and move caret on IME update w/o text/position changes ([GH-103059](https://github.com/godotengine/godot/pull/103059)). +- Fix Tree hover position with multiple columns ([GH-103168](https://github.com/godotengine/godot/pull/103168)). +- Fix label clipping when ascent/descent are fractional ([GH-103192](https://github.com/godotengine/godot/pull/103192)). +- Label: Fix rounding errors with fractional scale ([GH-103224](https://github.com/godotengine/godot/pull/103224)). + +#### I18n + +- Add Russian translation for Linux .desktop file ([GH-95275](https://github.com/godotengine/godot/pull/95275)). +- Split `TranslationServer` into its own file ([GH-95549](https://github.com/godotengine/godot/pull/95549)). +- Add translation domain ([GH-95787](https://github.com/godotengine/godot/pull/95787)). +- Move pseudolocalization into `TranslationDomain` ([GH-96230](https://github.com/godotengine/godot/pull/96230)). +- TranslationServer: Add fast path for comparison of equal locales ([GH-96462](https://github.com/godotengine/godot/pull/96462)). +- Fix `RichTextLabel`'s modified stack being wiped on translation changes ([GH-97061](https://github.com/godotengine/godot/pull/97061)). +- Set auto translate mode for drag previews ([GH-97173](https://github.com/godotengine/godot/pull/97173)). +- Don't list CSV as a valid extension for `Translation` resource ([GH-97222](https://github.com/godotengine/godot/pull/97222)). +- Better undo action names for localization editor ([GH-97275](https://github.com/godotengine/godot/pull/97275)). +- Add auto translate mode for cells in `Tree` ([GH-97353](https://github.com/godotengine/godot/pull/97353)). +- Add missing `ETR` macros in `ColorPicker` ([GH-97398](https://github.com/godotengine/godot/pull/97398)). +- Add auto translate mode for tooltips ([GH-97406](https://github.com/godotengine/godot/pull/97406)). +- Disable auto translation in EditorDirDialog ([GH-97488](https://github.com/godotengine/godot/pull/97488)). +- Add auto translate mode for items in `ItemList` ([GH-97519](https://github.com/godotengine/godot/pull/97519)). +- Fix `atr_n()` behavior when auto translation is disabled ([GH-97624](https://github.com/godotengine/godot/pull/97624)). +- Add Ukrainian translation for Linux .desktop file ([GH-97686](https://github.com/godotengine/godot/pull/97686)). +- Make TranslationServer singleton variable inline ([GH-97923](https://github.com/godotengine/godot/pull/97923)). +- POT Generator: Add support for `TRANSLATORS:` and `NO_TRANSLATE` comments ([GH-98099](https://github.com/godotengine/godot/pull/98099)). +- Fix some strings not caught by editor pseudolocalization ([GH-98253](https://github.com/godotengine/godot/pull/98253)). +- Don't pseudolocalize empty strings ([GH-98255](https://github.com/godotengine/godot/pull/98255)). +- Don't override auto translate mode of custom tooltip ([GH-98281](https://github.com/godotengine/godot/pull/98281)). +- Fix duplicated entries in `TranslationServer::get_loaded_locales()` ([GH-98547](https://github.com/godotengine/godot/pull/98547)). +- Don't mark `PROPERTY_USAGE_NO_EDITOR` properties for translation ([GH-98571](https://github.com/godotengine/godot/pull/98571)). +- Mark editor pseudolocalization CLI option editor-only ([GH-98688](https://github.com/godotengine/godot/pull/98688)). +- Disable auto translation of `FileDialog`'s file list ([GH-98720](https://github.com/godotengine/godot/pull/98720)). +- Expose `TranslationServer::standardize_locale` `add_default` param publicly ([GH-98972](https://github.com/godotengine/godot/pull/98972)). +- Translate the name of the debugger session tabs ([GH-99054](https://github.com/godotengine/godot/pull/99054)). +- Make editor's shortcut names translated on-site ([GH-99158](https://github.com/godotengine/godot/pull/99158)). +- Fix incorrect order: `TTR(vformat` instead of `vformat(TTR` ([GH-99219](https://github.com/godotengine/godot/pull/99219)). +- Fix missing native file dialog title translation ([GH-99223](https://github.com/godotengine/godot/pull/99223)). +- Fix parsing translations in `EditorTranslationParserPlugin` ([GH-99297](https://github.com/godotengine/godot/pull/99297)). +- Make loading translations from threads safe ([GH-99527](https://github.com/godotengine/godot/pull/99527)). +- Fix theme options in project manager incorrectly using translated text ([GH-101519](https://github.com/godotengine/godot/pull/101519)). +- Fix several i18n issues in editor ([GH-102049](https://github.com/godotengine/godot/pull/102049)). +- CSV import: Generate positive UID for .translation and follow renames ([GH-103120](https://github.com/godotengine/godot/pull/103120)). #### Import -- Move 3D scene import classes to their own folder ([GH-51569](https://github.com/godotengine/godot/pull/51569)). -- Blend import: Allow importing `active_collection_only` ([GH-73941](https://github.com/godotengine/godot/pull/73941)). -- Tweak environment in the Advanced Import Settings dialog ([GH-75787](https://github.com/godotengine/godot/pull/75787)). -- Add secondary light to 3D Advanced Import Settings ([GH-76140](https://github.com/godotengine/godot/pull/76140)). -- Add an editor setting to import resources while unfocused ([GH-76991](https://github.com/godotengine/godot/pull/76991)). -- Fix lossless formats in PortableCompressedTexture2D ([GH-77712](https://github.com/godotengine/godot/pull/77712)). -- GLTF: Update `OMI_physics_body`, add `OMI_physics_shape`, keep `OMI_collider` ([GH-78967](https://github.com/godotengine/godot/pull/78967)). -- Add export settings to the export dialog for GLTF ([GH-79316](https://github.com/godotengine/godot/pull/79316)). -- Refactor DDS loading code ([GH-80900](https://github.com/godotengine/godot/pull/80900)). -- Support loading more DDS formats ([GH-81220](https://github.com/godotengine/godot/pull/81220)). -- Add ufbx for FBX importing ([GH-81746](https://github.com/godotengine/godot/pull/81746)). -- Rename ImportSettings dialogs to have "Dialog" in the name ([GH-82899](https://github.com/godotengine/godot/pull/82899)). -- Fix referring to ResourceImporterScene static importers via instances ([GH-82988](https://github.com/godotengine/godot/pull/82988)). -- Fix desynced duplicate GLTFNode transform properties ([GH-83231](https://github.com/godotengine/godot/pull/83231)). -- Fix Scene Importer crashing when animation or mesh save paths are invalid ([GH-83856](https://github.com/godotengine/godot/pull/83856)). -- Do not mutate source Image in `Image::save_jpg` and use encoder return value ([GH-84546](https://github.com/godotengine/godot/pull/84546)). -- Add support for comment (ignorable) column in translation csv ([GH-84569](https://github.com/godotengine/godot/pull/84569)). -- Reimport file when .import changes ([GH-84974](https://github.com/godotengine/godot/pull/84974)). -- Fix memory leak on error paths in tinyexr loader ([GH-85002](https://github.com/godotengine/godot/pull/85002)). -- Replace `//` with `\\` before sending path to Blender ([GH-85335](https://github.com/godotengine/godot/pull/85335)). -- Update `blender_path` behavior to require exact path to executable instead of trying to guess it ([GH-85448](https://github.com/godotengine/godot/pull/85448)). -- Added proper timeout for blender rpc connection ([GH-85519](https://github.com/godotengine/godot/pull/85519)). -- Fix memory corruption and assert failures in convex decomposition ([GH-85631](https://github.com/godotengine/godot/pull/85631)). -- Add toaster notifications for import warnings ([GH-85807](https://github.com/godotengine/godot/pull/85807)). -- Improve normal map VRAM Compression with RGTC ([GH-85842](https://github.com/godotengine/godot/pull/85842)). -- Fix squish RGTC_R decompression corruption ([GH-85863](https://github.com/godotengine/godot/pull/85863)). -- Prevent overriding file info of another file when reimport creates extra files ([GH-85922](https://github.com/godotengine/godot/pull/85922)). -- Fix `squish` DXT5 RA-As-RG channel swapping ([GH-85967](https://github.com/godotengine/godot/pull/85967)). -- GLTF: Import step interpolation for loc/rot/scale as nearest ([GH-86016](https://github.com/godotengine/godot/pull/86016)). -- Do not print error when editor meta was not found as it will be reimported anyway after ([GH-86137](https://github.com/godotengine/godot/pull/86137)). -- Disable mesh compression if vertex `position.z` is always 0 ([GH-86144](https://github.com/godotengine/godot/pull/86144)). -- Implement `ETC2_R` and `ETC2_RG` compression to etcpak ([GH-86313](https://github.com/godotengine/godot/pull/86313)). -- Support unspecified linear size in DDS files ([GH-86336](https://github.com/godotengine/godot/pull/86336)). -- Add obj importer changes to use ImporterMesh ([GH-86365](https://github.com/godotengine/godot/pull/86365)). -- GLTF: Fix three bugs which prevented extracted textures from being refreshed ([GH-86504](https://github.com/godotengine/godot/pull/86504)). -- Fix data format storage method for PortableCompressedTexture2D ([GH-86835](https://github.com/godotengine/godot/pull/86835)). -- Fix BasisUniversal ETC RA as RG transcoding ([GH-86916](https://github.com/godotengine/godot/pull/86916)). -- Misc changes to the GLTF module before audio PR ([GH-87063](https://github.com/godotengine/godot/pull/87063)). -- Use ETC2 compression for grayscale images ([GH-87144](https://github.com/godotengine/godot/pull/87144)). -- Allow configuring the maximum width for atlas import ([GH-87145](https://github.com/godotengine/godot/pull/87145)). -- Run resource previewer on the main thread if using GL compatibility ([GH-87229](https://github.com/godotengine/godot/pull/87229)). -- Fix crash in `GLTFBufferView::load_buffer_view_data` ([GH-87306](https://github.com/godotengine/godot/pull/87306)). -- Retain meta data set on importer nodes ([GH-87584](https://github.com/godotengine/godot/pull/87584)). -- Fix crash when previewing a scene with a mesh as the root node ([GH-87781](https://github.com/godotengine/godot/pull/87781)). -- Make MeshLibrary export do recursive depth-search for MeshInstance3D nodes ([GH-87923](https://github.com/godotengine/godot/pull/87923)). -- Fix crash when importing a GLTF file with a skeleton as the root ([GH-87933](https://github.com/godotengine/godot/pull/87933)). -- Fix GLTF exporting invalid meshes and attempting to export gizmo meshes ([GH-87934](https://github.com/godotengine/godot/pull/87934)). -- Add "skip file" import option to skip (and exclude from export) importable formats, auto set it for the images used by bitmap font ([GH-87972](https://github.com/godotengine/godot/pull/87972)). -- Optimize when colliders are regenerated for imported meshes ([GH-88045](https://github.com/godotengine/godot/pull/88045)). -- Font: Allow overriding advances, offsets and kerning in the ImageFont import settings ([GH-88088](https://github.com/godotengine/godot/pull/88088)). -- Fix exporting trigger shapes in GLTF ([GH-88201](https://github.com/godotengine/godot/pull/88201)). -- Add support for explicitly-defined compound triggers in GLTF files ([GH-88301](https://github.com/godotengine/godot/pull/88301)). -- Clean up and optimize BasisUniversal ([GH-88464](https://github.com/godotengine/godot/pull/88464)). -- Add ASTC support to BasisUniversal ([GH-88485](https://github.com/godotengine/godot/pull/88485)). -- Rework viewport capture in preview generation ([GH-88589](https://github.com/godotengine/godot/pull/88589)). -- BasisUniversal: Fix texture decompression ([GH-88676](https://github.com/godotengine/godot/pull/88676)). -- Properly calculate binormal when creating SurfaceTool from arrays ([GH-88725](https://github.com/godotengine/godot/pull/88725)). -- Multiple fixes for compressed meshes ([GH-88738](https://github.com/godotengine/godot/pull/88738)). -- Allow preserving the initial bone pose in rest fixer ([GH-88821](https://github.com/godotengine/godot/pull/88821)). -- EditorFileSystem: Add verbose print for file being (re)imported ([GH-88904](https://github.com/godotengine/godot/pull/88904)). -- Fix wrong indexing when generating dummy tangents in GLTF import ([GH-88931](https://github.com/godotengine/godot/pull/88931)). -- Only store vertices referenced by the indices per surface in the glTF importer ([GH-89418](https://github.com/godotengine/godot/pull/89418)). -- BasisUniversal: Fix artifacts on images with resolutions not divisible by 4 ([GH-89426](https://github.com/godotengine/godot/pull/89426)). -- Default to trimesh for generated collision shapes in Advanced Import Settings ([GH-89461](https://github.com/godotengine/godot/pull/89461)). -- Fix method bindings in FBXDocument by making them virtual in GLTFDocument ([GH-89532](https://github.com/godotengine/godot/pull/89532)). -- GLTF: Extract converting hull points to mesh to a helper function ([GH-89542](https://github.com/godotengine/godot/pull/89542)). -- Fix crash when columns are skipped in CSV translation ([GH-89573](https://github.com/godotengine/godot/pull/89573)). -- Fix import and saving related crashes ([GH-89780](https://github.com/godotengine/godot/pull/89780)). -- Fix 2 bugs with scale of position tracks in rest fixer ([GH-90065](https://github.com/godotengine/godot/pull/90065)). -- GLTF export: Propagate `property_list_changed` from extensions ([GH-90225](https://github.com/godotengine/godot/pull/90225)). -- Separate Shape3D resource logic in GLTFPhysicsShape ([GH-90230](https://github.com/godotengine/godot/pull/90230)). -- Fix `GLTFDocument.append_from_scene` crash on null node ([GH-90505](https://github.com/godotengine/godot/pull/90505)). -- Fix errors when re-importing 3D asset files ([GH-90531](https://github.com/godotengine/godot/pull/90531)). -- FBX: Fix material colors ([GH-90554](https://github.com/godotengine/godot/pull/90554)). -- Rename accessor GLTFType to GLTFAccessorType, fix verbose prints, document GLTFAccessor ([GH-90560](https://github.com/godotengine/godot/pull/90560)). -- Fix error when loading SVG imported as Image ([GH-90573](https://github.com/godotengine/godot/pull/90573)). -- Fix FBX texture path resolving ([GH-90635](https://github.com/godotengine/godot/pull/90635)). -- Remove unused Make Streamable option from scene import dialog ([GH-90722](https://github.com/godotengine/godot/pull/90722)). -- Fix FBX and glTF when root nodes are skeleton bones ([GH-90789](https://github.com/godotengine/godot/pull/90789)). -- Resolve bind poses from FBX clusters instead of FBX poses ([GH-91036](https://github.com/godotengine/godot/pull/91036)). -- fbx: Avoid name conflict with humanoid "Root" bone ([GH-91045](https://github.com/godotengine/godot/pull/91045)). -- Fix errors/crashes related to skipped imports ([GH-91078](https://github.com/godotengine/godot/pull/91078)). -- Enable tangents in blend shape format when using normals ([GH-91372](https://github.com/godotengine/godot/pull/91372)). -- FBX: Fix handling missing skins using ufbx importer ([GH-91526](https://github.com/godotengine/godot/pull/91526)). -- FBX: Print ufbx load warnings on import ([GH-91529](https://github.com/godotengine/godot/pull/91529)). -- GLTF export improvements ([GH-91783](https://github.com/godotengine/godot/pull/91783)). -- Editor: Ensure font image rows/columns are positive ([GH-91829](https://github.com/godotengine/godot/pull/91829)). -- Improve memory usage for image import and `PortableCompressedTexture2D` ([GH-92179](https://github.com/godotengine/godot/pull/92179)). -- FBX: Change trimming default and use FBX2glTF for compatibility ([GH-92197](https://github.com/godotengine/godot/pull/92197)). -- Fix script properties being lost and prevent node reference corruption upon scene reimport ([GH-92279](https://github.com/godotengine/godot/pull/92279)). -- Fix reimporting assets with csv in the project ([GH-92320](https://github.com/godotengine/godot/pull/92320)). -- Fix GLTFDocument so it can export CSG Meshes correctly ([GH-92368](https://github.com/godotengine/godot/pull/92368)). -- Avoid crash when importing .glsl in headless ([GH-92539](https://github.com/godotengine/godot/pull/92539)). -- Rename FBX2glTF binary path setting back to 4.2 name ([GH-92571](https://github.com/godotengine/godot/pull/92571)). -- Fix same importer will be added multiple times in `get_importers_for_extension` ([GH-92718](https://github.com/godotengine/godot/pull/92718)). -- Fix Keep/Skip File import selection crash ([GH-92815](https://github.com/godotengine/godot/pull/92815)). -- Fix incorrect camera transform of animation view in the import window ([GH-92974](https://github.com/godotengine/godot/pull/92974)). -- [Image Font Importer] Fix reading advance after hex/dec range ([GH-93074](https://github.com/godotengine/godot/pull/93074)). -- Unset the owner of `ImporterMeshInstance3D` before adding it to skeleton's child ([GH-93117](https://github.com/godotengine/godot/pull/93117)). -- [Image Font Importer] Adds support for `\uXXXX` in the kerning config strings ([GH-93119](https://github.com/godotengine/godot/pull/93119)). -- Fix ProgressDialog crash when importing TTF font ([GH-93161](https://github.com/godotengine/godot/pull/93161)). -- Avoid crashing when scene import settings are empty ([GH-93284](https://github.com/godotengine/godot/pull/93284)). -- Remove `monospace/fixed-width` from the `ResourceImporterImageFont` name and description ([GH-93337](https://github.com/godotengine/godot/pull/93337)). -- Fix `browse_dialog` in Blender scene importer to accept files ([GH-93411](https://github.com/godotengine/godot/pull/93411)). -- Make Basis Universal import quiet unless engine is in verbose mode ([GH-93442](https://github.com/godotengine/godot/pull/93442)). -- Fix default collision shape on imported rigidbody ([GH-93506](https://github.com/godotengine/godot/pull/93506)). -- Editor: Fix importers add-ons after 93238 ([GH-93518](https://github.com/godotengine/godot/pull/93518)). -- Use Hermite instead of Bezier for glTF spline interpolation ([GH-93597](https://github.com/godotengine/godot/pull/93597)). -- Fix reimport by scan parsing dependency paths incorrectly ([GH-93765](https://github.com/godotengine/godot/pull/93765)). -- Fix adding a translation CSV results in errors on initial import for many types of resources ([GH-93919](https://github.com/godotengine/godot/pull/93919)). -- Move GLTFAccessorType into GLTFAccessor ([GH-93920](https://github.com/godotengine/godot/pull/93920)). -- Update vertex color import to handle Blender 4.2 upwards ([GH-93998](https://github.com/godotengine/godot/pull/93998)). -- Fix .blend files with quotation marks in filename fail to import ([GH-94004](https://github.com/godotengine/godot/pull/94004)). -- Fix re-import glb model doesn't change the old glb model ([GH-94020](https://github.com/godotengine/godot/pull/94020)). -- Fix missing options in Project Import Defaults ([GH-94058](https://github.com/godotengine/godot/pull/94058)). -- Fix instanced .blend/GLTF scenes lose all children after update until .tscn is reopened ([GH-94093](https://github.com/godotengine/godot/pull/94093)). -- Fix error message being printed when importing an OBJ with no surfaces ([GH-94102](https://github.com/godotengine/godot/pull/94102)). -- Don't attempt to re-import broken files if they didn't change ([GH-94357](https://github.com/godotengine/godot/pull/94357)). -- Fix handling of missing bin file in gltf separate ([GH-94506](https://github.com/godotengine/godot/pull/94506)). -- Fix LOD generation for meshes with tangents & mirrored UVs ([GH-94682](https://github.com/godotengine/godot/pull/94682)). -- Android Editor: Disable file reimport when .import changes ([GH-94691](https://github.com/godotengine/godot/pull/94691)). -- Fix obj's name set in wrong order when importing ([GH-94968](https://github.com/godotengine/godot/pull/94968)). -- Fix reimporting textures after changing import project settings ([GH-94975](https://github.com/godotengine/godot/pull/94975)). -- Fix performance issue reimport file reload scene ([GH-95225](https://github.com/godotengine/godot/pull/95225)). -- Fix reimport file multiple scenes ([GH-95264](https://github.com/godotengine/godot/pull/95264)). +- Import/export GLTF extras to `node->meta` and back ([GH-86183](https://github.com/godotengine/godot/pull/86183)). +- Add support for loading less common DDS formats ([GH-86204](https://github.com/godotengine/godot/pull/86204)). +- Add option to export Geometry Nodes Instances in Blender importer ([GH-87735](https://github.com/godotengine/godot/pull/87735)). +- ResourceImporterScene: Replace animation bool with an import type string enum ([GH-87787](https://github.com/godotengine/godot/pull/87787)). +- etcpak: Improve image padding and clean up the code ([GH-89567](https://github.com/godotengine/godot/pull/89567)). +- BasisUniversal: Use RGTC compression when available ([GH-90170](https://github.com/godotengine/godot/pull/90170)). +- Add Betsy to speed up BC6 compression ([GH-91535](https://github.com/godotengine/godot/pull/91535)). +- Add MagnifyGesture to Advanced Import dialog zooming ([GH-92235](https://github.com/godotengine/godot/pull/92235)). +- Fix FileSystem dock won't show any file folders while loading large projects (v2) ([GH-93064](https://github.com/godotengine/godot/pull/93064)). +- Downsample textures on import if necessary for technical reasons ([GH-93440](https://github.com/godotengine/godot/pull/93440)). +- Preserve existing alpha channel when using Normal Map Invert Y import option ([GH-93714](https://github.com/godotengine/godot/pull/93714)). +- Disable normal raycaster for LOD generation by default ([GH-93727](https://github.com/godotengine/godot/pull/93727)). +- Fix slow import when window is unfocused ([GH-93953](https://github.com/godotengine/godot/pull/93953)). +- Remove unused Optimize Mesh import option from OBJ mesh import ([GH-94100](https://github.com/godotengine/godot/pull/94100)). +- Add Generate LODs, Shadow Mesh and Lightmap UV2 options to OBJ mesh import ([GH-94108](https://github.com/godotengine/godot/pull/94108)). +- [Font Import] Detect pixel fonts and disable subpixel positioning ([GH-94609](https://github.com/godotengine/godot/pull/94609)). +- GLTF: Return the error file path when an import fails ([GH-94751](https://github.com/godotengine/godot/pull/94751)). +- Fix no validation on Blender path on import ([GH-94934](https://github.com/godotengine/godot/pull/94934)). +- GLTF: Propagate owner for root node children ([GH-95121](https://github.com/godotengine/godot/pull/95121)). +- Optimize .hdr loading and RGB9E5 conversion ([GH-95291](https://github.com/godotengine/godot/pull/95291)). +- ImageFont: Fix escape sequence parsing, add note to the docs ([GH-95299](https://github.com/godotengine/godot/pull/95299)). +- Support importing 1/2/4-bpp BMP images of size non-divisible by 8/4/2 ([GH-95482](https://github.com/godotengine/godot/pull/95482)). +- BMFont: Fix importing fonts with `Match char height` enabled ([GH-95529](https://github.com/godotengine/godot/pull/95529)). +- Fix slow editor load on large projects (v2) ([GH-95678](https://github.com/godotengine/godot/pull/95678)). +- Fix `uid://` paths fail to load at editor startup ([GH-95689](https://github.com/godotengine/godot/pull/95689)). +- CVTT: Include float formats for hdr compression ([GH-95757](https://github.com/godotengine/godot/pull/95757)). +- Betsy: Add caching and BC1 compression support ([GH-95915](https://github.com/godotengine/godot/pull/95915)). +- Add import tab `import_script/path` relative path support ([GH-96079](https://github.com/godotengine/godot/pull/96079)). +- Fix owner warning when importing FBX ([GH-96117](https://github.com/godotengine/godot/pull/96117)). +- Prevent empty post-import script paths throwing errors ([GH-96122](https://github.com/godotengine/godot/pull/96122)). +- GLTF: Only create MeshInstance3D when needed ([GH-96133](https://github.com/godotengine/godot/pull/96133)). +- Prevent automapper throwing obscure error ([GH-96136](https://github.com/godotengine/godot/pull/96136)). +- Make reimported models reimport their owner ([GH-96144](https://github.com/godotengine/godot/pull/96144)). +- Add `get_supported_gltf_extensions` to GLTFDocument ([GH-96251](https://github.com/godotengine/godot/pull/96251)). +- Betsy: Add signed mode for BC6 ([GH-96377](https://github.com/godotengine/godot/pull/96377)). +- Enforce correct type for silhouette filter ([GH-96401](https://github.com/godotengine/godot/pull/96401)). +- Print shader compiler error when betsy shader fails to compile ([GH-96444](https://github.com/godotengine/godot/pull/96444)). +- Fix missing material override after two glb reimports ([GH-96446](https://github.com/godotengine/godot/pull/96446)). +- GLTF: Add `import_pre_generate` and `export_post_convert` extension steps ([GH-96465](https://github.com/godotengine/godot/pull/96465)). +- GLTF: Add `append_gltf_node` to GLTFState ([GH-96468](https://github.com/godotengine/godot/pull/96468)). +- Generate thumbnails on imported scenes ([GH-96544](https://github.com/godotengine/godot/pull/96544)). +- Add "Use Node Type Suffixes" 3D scene import option ([GH-96745](https://github.com/godotengine/godot/pull/96745)). +- GLTF: Don't give up loading a texture if importing it fails ([GH-96778](https://github.com/godotengine/godot/pull/96778)). +- Blend file import: Don't keep original files when not unpacking them ([GH-96782](https://github.com/godotengine/godot/pull/96782)). +- Expose `ResourceImporter::get_format_version` via `EditorImportPlugin::_get_format_version()` ([GH-96802](https://github.com/godotengine/godot/pull/96802)). +- Fix a crash in `ImporterMesh::create_shadow_mesh` for non-triangle surfaces ([GH-96880](https://github.com/godotengine/godot/pull/96880)). +- Fix crash when importing a surface with no UVs after another surface in the same OBJ file that had UVs ([GH-97264](https://github.com/godotengine/godot/pull/97264)). +- Betsy: Implement BC4 compression ([GH-97295](https://github.com/godotengine/godot/pull/97295)). +- Replace squish with bcdec for BC decompression ([GH-97325](https://github.com/godotengine/godot/pull/97325)). +- Allow passing UID to importer ([GH-97363](https://github.com/godotengine/godot/pull/97363)). +- BasisU: Update to 1.50.0 and add HDR support ([GH-97582](https://github.com/godotengine/godot/pull/97582)). +- Fix layered HDR texture import with lossless compression ([GH-97830](https://github.com/godotengine/godot/pull/97830)). +- Assign the correct bone rest transform to nodes with matrix in GLTF ([GH-97938](https://github.com/godotengine/godot/pull/97938)). +- Fix spinbox scrolling for advanced importer controls ([GH-98016](https://github.com/godotengine/godot/pull/98016)). +- GLTF: Fix bad pointer to ImporterMeshInstance3D root node at runtime ([GH-98048](https://github.com/godotengine/godot/pull/98048)). +- Clean up ResourceImporterTexture ([GH-98071](https://github.com/godotengine/godot/pull/98071)). +- Image: More cleanup and reduced code duplication ([GH-98100](https://github.com/godotengine/godot/pull/98100)). +- Fix freeze on non-thread-safe custom importers ([GH-98150](https://github.com/godotengine/godot/pull/98150)). +- [Font Importer] Update Unicode block list to Unicode 16.0 ([GH-98196](https://github.com/godotengine/godot/pull/98196)). +- Don't create rendering device or parse glsl shader in headless mode ([GH-98247](https://github.com/godotengine/godot/pull/98247)). +- DDS: Add support for loading layered textures ([GH-98322](https://github.com/godotengine/godot/pull/98322)). +- LOD: Remove "Raycast Normals" and associated "Normal Split Angle" settings ([GH-98620](https://github.com/godotengine/godot/pull/98620)). +- Set flag for 8 bone weights in GLTFDocument ([GH-98703](https://github.com/godotengine/godot/pull/98703)). +- Reload cached resources in runtime on file reimport ([GH-98710](https://github.com/godotengine/godot/pull/98710)). +- Rewrite index optimization code for maximum efficiency ([GH-98801](https://github.com/godotengine/godot/pull/98801)). +- GLTF: Preserve node visibility on import ([GH-98874](https://github.com/godotengine/godot/pull/98874)). +- GLTF: Don't duplicate textures when importing blend files ([GH-98909](https://github.com/godotengine/godot/pull/98909)). +- bcdec: Fix decompressing mipmaps not divisible by 4 ([GH-98919](https://github.com/godotengine/godot/pull/98919)). +- Betsy: Add BC3 and BC5 support ([GH-99537](https://github.com/godotengine/godot/pull/99537)). +- Round DDS width/height to next divisor multiple for block compression ([GH-99600](https://github.com/godotengine/godot/pull/99600)). +- Style skeleton button on import screen ([GH-99810](https://github.com/godotengine/godot/pull/99810)). +- Consider all texture types for resource thumbnail generation ([GH-100247](https://github.com/godotengine/godot/pull/100247)). +- LightmapGI: Automatically compress new lightmaps ([GH-100327](https://github.com/godotengine/godot/pull/100327)). +- Add support for decompressing ETC2 ([GH-100365](https://github.com/godotengine/godot/pull/100365)). +- bcdec: Fix logic for detecting incomplete blocks ([GH-100405](https://github.com/godotengine/godot/pull/100405)). +- KTX: Add support for loading most ETC-compressed formats ([GH-100524](https://github.com/godotengine/godot/pull/100524)). +- Betsy: Fix stack-use-after-scope when using BC3 and BC5 ([GH-100588](https://github.com/godotengine/godot/pull/100588)). +- Make `EditorSceneFormatImporter::_get_import_options` match EditorScenePostImportPlugin API ([GH-100782](https://github.com/godotengine/godot/pull/100782)). +- Allow post-import plugins to modify `_subresources` ([GH-100792](https://github.com/godotengine/godot/pull/100792)). +- astcenc: Misc improvements and optimizations ([GH-100848](https://github.com/godotengine/godot/pull/100848)). +- astcenc: Allow decompression in non-editor builds ([GH-100856](https://github.com/godotengine/godot/pull/100856)). +- GLTF: Always read `alphaCutoff` property ([GH-101051](https://github.com/godotengine/godot/pull/101051)). +- Add test for GLTFDocument ([GH-101136](https://github.com/godotengine/godot/pull/101136)). +- Web: Export ASTC/BPTC compressed textures ([GH-101178](https://github.com/godotengine/godot/pull/101178)). +- GLTF: Don't write unused light properties ([GH-101271](https://github.com/godotengine/godot/pull/101271)). +- Remove unused `EditorSceneFormatImporter::_get_import_flags` ([GH-101531](https://github.com/godotengine/godot/pull/101531)). +- Fix save path validation for imported scenes ([GH-102213](https://github.com/godotengine/godot/pull/102213)). +- Add missing `Auto (Except Pixel Fonts)` option to advanced import dialog ([GH-102519](https://github.com/godotengine/godot/pull/102519)). +- ThorVG: Explicitly enable embedded texture support with `THORVG_FILE_IO_SUPPORT` ([GH-102781](https://github.com/godotengine/godot/pull/102781)). +- bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isn't divisible by 4 ([GH-103259](https://github.com/godotengine/godot/pull/103259)). #### Input -- Add setting for picking only top-most overlapping collision object ([GH-75688](https://github.com/godotengine/godot/pull/75688)). -- Fix `push_input` events not going through after first pressed mouse event ([GH-77730](https://github.com/godotengine/godot/pull/77730)). -- Web: Add IME input support ([GH-79362](https://github.com/godotengine/godot/pull/79362)). -- Support detecting and mapping Ctrl/Alt/Shift/Meta by their left/right physical location ([GH-80231](https://github.com/godotengine/godot/pull/80231)). -- Ensure the active window gains the keyboard focus ([GH-80548](https://github.com/godotengine/godot/pull/80548)). -- Fix controller vibration in macOS and migrate to GameController API ([GH-80709](https://github.com/godotengine/godot/pull/80709)). -- Fix internal events not being delivered to some Window types ([GH-81243](https://github.com/godotengine/godot/pull/81243)). -- Add support for OpenXR hand interaction extension ([GH-81533](https://github.com/godotengine/godot/pull/81533)). -- Add screen-related attributes to mouse input events ([GH-82800](https://github.com/godotengine/godot/pull/82800)). -- Fix InputEventScreenDrag on Android ([GH-84331](https://github.com/godotengine/godot/pull/84331)). -- Windows: Make Windows Ink tablet API default, add dummy driver to disable tablet input ([GH-84708](https://github.com/godotengine/godot/pull/84708)). -- Rework Input action pressed state to support multiple controllers ([GH-84943](https://github.com/godotengine/godot/pull/84943)). -- X11: Send IME update notification deferred ([GH-85306](https://github.com/godotengine/godot/pull/85306)). -- Fix IME key event being erased in macOS ([GH-85458](https://github.com/godotengine/godot/pull/85458)). -- Fix horizontal scroll in editor's 2D view ([GH-85473](https://github.com/godotengine/godot/pull/85473)). -- Add `event_index` to InputEventAction ([GH-86010](https://github.com/godotengine/godot/pull/86010)). -- Add bindings for setting and getting emulation mouse from touch and touch from mouse in input ([GH-86081](https://github.com/godotengine/godot/pull/86081)). -- Add MIDI controller device index to `InputEventMIDI.device` property ([GH-86620](https://github.com/godotengine/godot/pull/86620)). -- Prevent escape key from closing Editor Settings window when filtering for shortcuts ([GH-86654](https://github.com/godotengine/godot/pull/86654)). -- Clear drag preview nodes on `NOTIFICATION_DRAG_END` ([GH-87125](https://github.com/godotengine/godot/pull/87125)). -- macOS: Handle Trackpad / Magic Mouse swipe events and simulate XBUTTON1 / XBUTTON2 buttons ([GH-87277](https://github.com/godotengine/godot/pull/87277)). -- Check action exists in `Input.action_press` and `action_release` ([GH-87324](https://github.com/godotengine/godot/pull/87324)). -- Fix SubViewport physics picking ([GH-87385](https://github.com/godotengine/godot/pull/87385)). -- macOS: Fix missing modifier + space key down events ([GH-87498](https://github.com/godotengine/godot/pull/87498)). -- Add cancel transformation shortcut to 2D to match 3D ([GH-87616](https://github.com/godotengine/godot/pull/87616)). -- Remove unused internal Variable `Viewport::gui_input_group` ([GH-87632](https://github.com/godotengine/godot/pull/87632)). -- Fix LineEdit behavior for deleting all the way to the left/right ([GH-88057](https://github.com/godotengine/godot/pull/88057)). -- Add rotary input support for Android platform ([GH-88130](https://github.com/godotengine/godot/pull/88130)). -- Allow aborting `SpinSlider` value changes ([GH-88275](https://github.com/godotengine/godot/pull/88275)). -- macOS: Fix `Ctrl+Tab` and `Ctrl+Shift+Tab` not working ([GH-88334](https://github.com/godotengine/godot/pull/88334)). -- Handle warped mouse motion as floating point ([GH-88343](https://github.com/godotengine/godot/pull/88343)). -- macOS: Fix the "Toggle Hidden Files" shortcut ([GH-88389](https://github.com/godotengine/godot/pull/88389)). -- Fix global position for `InputEventMouse` in `viewport::push_input` ([GH-88473](https://github.com/godotengine/godot/pull/88473)). -- macOS: Ignore window decorations in confined mouse mode to match other platforms ([GH-88519](https://github.com/godotengine/godot/pull/88519)). -- Wayland: Restore tablet support and handle multiple tools ([GH-88744](https://github.com/godotengine/godot/pull/88744)). -- Improve `cursor_set_custom_image()` method ([GH-88970](https://github.com/godotengine/godot/pull/88970)). -- macOS: Enable input from controllers in the background ([GH-88978](https://github.com/godotengine/godot/pull/88978)). -- Expose `DEVICE_ID_EMULATION` constant in InputEvent ([GH-89526](https://github.com/godotengine/godot/pull/89526)). -- Fix mouse events when `physics_object_picking_first_only` enabled ([GH-89643](https://github.com/godotengine/godot/pull/89643)). -- Prohibit execution of delayed input events by different means ([GH-89920](https://github.com/godotengine/godot/pull/89920)). -- Fix a special case for button masks ([GH-89926](https://github.com/godotengine/godot/pull/89926)). -- Fix `Input.action_press()` accepting out-of-bounds strength values ([GH-89946](https://github.com/godotengine/godot/pull/89946)). -- Windows: Fix mouse handling regression ([GH-90382](https://github.com/godotengine/godot/pull/90382)). -- Update undo redo allowed after switching scene tab ([GH-90616](https://github.com/godotengine/godot/pull/90616)). -- iOS: Fix sensors orientation ([GH-91050](https://github.com/godotengine/godot/pull/91050)). -- Add `amplitude` argument to `Input.vibrate_handheld` ([GH-91143](https://github.com/godotengine/godot/pull/91143)). -- Fix Steam input "crc" errors, and some other Coverity reports of uninitialized scalar variable ([GH-91454](https://github.com/godotengine/godot/pull/91454)). -- [Web IME] Fix suggestion window position in Chromium based browsers ([GH-91695](https://github.com/godotengine/godot/pull/91695)). -- Disable viewports inputs when dragging and dropping into the viewport ([GH-91845](https://github.com/godotengine/godot/pull/91845)). -- Use Option+Cmd+Left/Right for script editor history navigation on macOS ([GH-91887](https://github.com/godotengine/godot/pull/91887)). -- Fix invalid detection of mouse input ([GH-92133](https://github.com/godotengine/godot/pull/92133)). -- Clean `Input::frame_parsed_events` before de-initialising scripting languages to ensure no script created events exist at the exit ([GH-92201](https://github.com/godotengine/godot/pull/92201)). -- Remove duplicate shortcut definitions ([GH-92223](https://github.com/godotengine/godot/pull/92223)). -- Windows: Use current keyboard state instead of saved values for modifier keys ([GH-92415](https://github.com/godotengine/godot/pull/92415)). -- Use current mouse button state instead of saved values ([GH-92424](https://github.com/godotengine/godot/pull/92424)). -- Fix creating cursor image from `AtlasTexture` ([GH-92702](https://github.com/godotengine/godot/pull/92702)). -- Fix Windows Activate Process leading to stuck input ([GH-92742](https://github.com/godotengine/godot/pull/92742)). -- Add input event callback to `DisplayServerHeadless` ([GH-92806](https://github.com/godotengine/godot/pull/92806)). -- Fix Left Joystick motion not registering on Android ([GH-93011](https://github.com/godotengine/godot/pull/93011)). -- Wayland: Implement IME support ([GH-93021](https://github.com/godotengine/godot/pull/93021)). -- Window: Ignore duplicate mouse enter events ([GH-93100](https://github.com/godotengine/godot/pull/93100)). -- Windows Input use GetKeyState instead of GetAsyncKeyState ([GH-93105](https://github.com/godotengine/godot/pull/93105)). -- Prevent node rename shortcut from stealing focus from controls ([GH-93165](https://github.com/godotengine/godot/pull/93165)). -- Fix ruler tool sticks after right click ([GH-93174](https://github.com/godotengine/godot/pull/93174)). -- Fix trackpads and graphics tablets being recognized as controllers on Linux/*BSD ([GH-93352](https://github.com/godotengine/godot/pull/93352)). -- Add stub method for `mouse_get_position` in headless display server ([GH-93494](https://github.com/godotengine/godot/pull/93494)). -- Fix undoredo handling in some dialogs ([GH-93898](https://github.com/godotengine/godot/pull/93898)). -- Wayland: Scale relative pointer motion ([GH-94021](https://github.com/godotengine/godot/pull/94021)). -- Web: Fix IME blocking controls ([GH-94024](https://github.com/godotengine/godot/pull/94024)). -- Fix custom Ctrl-Space shortcut in Script Editor adds a space ([GH-94033](https://github.com/godotengine/godot/pull/94033)). -- Cleanup Android input on render thread settings ([GH-94052](https://github.com/godotengine/godot/pull/94052)). -- Winink: Check pointer button states ([GH-94063](https://github.com/godotengine/godot/pull/94063)). -- Add Home/End to text caret movements on macOS ([GH-94073](https://github.com/godotengine/godot/pull/94073)). -- [iOS/Text Input] Avoid deleting and reentering unchanged part of text ([GH-94114](https://github.com/godotengine/godot/pull/94114)). -- Fix physics tick count in `Input.action_press` and `Input.action_release` ([GH-94413](https://github.com/godotengine/godot/pull/94413)). -- Fix update mouse cursor state wrong mouse position ([GH-94987](https://github.com/godotengine/godot/pull/94987)). -- X11: Use motion event button state instead of async state ([GH-95008](https://github.com/godotengine/godot/pull/95008)). -- Windows: Reject `WM_POINTER(UP/DOWN)` messages for non pen pointer type ([GH-95155](https://github.com/godotengine/godot/pull/95155)). +- Enable Drag and Drop between SubViewports and Windows ([GH-67531](https://github.com/godotengine/godot/pull/67531)). +- Add several shortcuts for text shader editor ([GH-84063](https://github.com/godotengine/godot/pull/84063)). +- Add missing check to avoid passing handled input event to collision object 3d ([GH-92536](https://github.com/godotengine/godot/pull/92536)). +- Wayland: Switch pointer position handling to doubles ([GH-94022](https://github.com/godotengine/godot/pull/94022)). +- Apple: Bug fixes and improvements for game controllers ([GH-94580](https://github.com/godotengine/godot/pull/94580)). +- Fix gamepad triggers not working on web exports ([GH-94720](https://github.com/godotengine/godot/pull/94720)). +- GenericTilePolygonEditor: Add support for Pan and Magnify gestures ([GH-94904](https://github.com/godotengine/godot/pull/94904)). +- OpenXR - Add Logitech Mx Ink Stylus Support ([GH-95253](https://github.com/godotengine/godot/pull/95253)). +- Enable `BUTTON_FORWARD` and `BUTTON_BACK` mouse buttons on Android ([GH-95460](https://github.com/godotengine/godot/pull/95460)). +- Fix `InputMap::event_get_index` to handle unmatched events correctly ([GH-95750](https://github.com/godotengine/godot/pull/95750)). +- Windows: Hide cursor before moving ([GH-96148](https://github.com/godotengine/godot/pull/96148)). +- Fix project manager stealing focus on i3 ([GH-96829](https://github.com/godotengine/godot/pull/96829)). +- Allow `JOY_AXIS_INVALID` in InputEventJoypadMotion's `axis` ([GH-97068](https://github.com/godotengine/godot/pull/97068)). +- Use `SNAME` for `ui` actions in Viewport ([GH-97070](https://github.com/godotengine/godot/pull/97070)). +- Change the default deadzone value for new actions from 0.5 to 0.2 ([GH-97281](https://github.com/godotengine/godot/pull/97281)). +- Fix renaming nodes on X11 ([GH-97447](https://github.com/godotengine/godot/pull/97447)). +- Fix `emulate_mouse_from_touch` setting affecting editor ([GH-97649](https://github.com/godotengine/godot/pull/97649)). +- Restore the original `Godot` preset zoom modifier ([GH-97955](https://github.com/godotengine/godot/pull/97955)). +- Add `Tablet/Trackpad` 3D navigation preset ([GH-97985](https://github.com/godotengine/godot/pull/97985)). +- Fix mouse emulation always sending events to the main window ([GH-98318](https://github.com/godotengine/godot/pull/98318)). +- Fix incorrect `KEY_MODIFIER_MASK` value ([GH-98441](https://github.com/godotengine/godot/pull/98441)). +- Fix `Input::remove_joy_mapping` ([GH-98792](https://github.com/godotengine/godot/pull/98792)). +- Get joypad's vendor ID, product ID and name on Windows for XInput devices ([GH-98861](https://github.com/godotengine/godot/pull/98861)). +- Fix IME deactivation events not send on focus loss. Do not unset AltGr modifiers in non-IME input ([GH-98887](https://github.com/godotengine/godot/pull/98887)). +- Replace default deadzone magic number with named constant and fix `InputEventJoypadMotion::set_axis_value` unresponsiveness ([GH-99135](https://github.com/godotengine/godot/pull/99135)). +- Revert "Fix `InputEvent` device id clash" and add a compatibility function ([GH-99449](https://github.com/godotengine/godot/pull/99449)). +- Remove temporary project conversion ([GH-99479](https://github.com/godotengine/godot/pull/99479)). +- Fix underscore input not working with jp106 keyboard on Wayland platform ([GH-99633](https://github.com/godotengine/godot/pull/99633)). +- Fix discarded input event metadata in `xformed_by` ([GH-100044](https://github.com/godotengine/godot/pull/100044)). +- Fix undo behavior on `EditorSettingsDialog::_update_builtin_action` ([GH-100069](https://github.com/godotengine/godot/pull/100069)). +- Introduce a conversion for editor shortcuts ([GH-100334](https://github.com/godotengine/godot/pull/100334)). +- Fix Wayland left/right scroll wheel issues ([GH-100638](https://github.com/godotengine/godot/pull/100638)). +- Fix last character deletion in Wayland IME input ([GH-100715](https://github.com/godotengine/godot/pull/100715)). +- Warn if `virtual_keyboard_get_height()` is unsupported ([GH-100892](https://github.com/godotengine/godot/pull/100892)). +- Fix incorrect Unicode key mapping on Windows ([GH-100960](https://github.com/godotengine/godot/pull/100960)). +- Fix double emission of `NOTIFICATION_WM_GO_BACK_REQUEST` ([GH-101458](https://github.com/godotengine/godot/pull/101458)). +- Add shortcut for Lookup Symbol action ([GH-101565](https://github.com/godotengine/godot/pull/101565)). +- Wayland: Fix excessive IME updates ([GH-101684](https://github.com/godotengine/godot/pull/101684)). +- Windows: Override key codes with Unicode values for OEM keys only ([GH-101754](https://github.com/godotengine/godot/pull/101754)). +- Windows: Fix left/right Shift key regression ([GH-101763](https://github.com/godotengine/godot/pull/101763)). +- Update SubViewport documentation to include a note about input behavior ([GH-101818](https://github.com/godotengine/godot/pull/101818)). +- Wayland: Pass unmodified symbols to key events ([GH-101848](https://github.com/godotengine/godot/pull/101848)). +- Fix Make Sub-Resources Unique shortcut focus ([GH-101918](https://github.com/godotengine/godot/pull/101918)). +- Delegate handling `mouse_mode` to the `DisplayServer` ([GH-101924](https://github.com/godotengine/godot/pull/101924)). +- Linux/BSD: Modify only keypad keys ([GH-102169](https://github.com/godotengine/godot/pull/102169)). +- Fix a crash on iOS from Joypad initialization ([GH-102220](https://github.com/godotengine/godot/pull/102220)). +- Fix `fr+oss` layout issues with KP period ([GH-102602](https://github.com/godotengine/godot/pull/102602)). +- Wayland: Unstuck keys with same keycode ([GH-102641](https://github.com/godotengine/godot/pull/102641)). +- Web: Refactor `mouse_mode` setters in display server ([GH-102719](https://github.com/godotengine/godot/pull/102719)). +- Prevent pending input event callbacks from erasing the window in the middle of a loop ([GH-102993](https://github.com/godotengine/godot/pull/102993)). +- Android: Inform that sensors must be enabled in ProjectSettings ([GH-103132](https://github.com/godotengine/godot/pull/103132)). +- Change default deadzone back to 0.5 for `ui_*` actions and axis `pressed` state ([GH-103364](https://github.com/godotengine/godot/pull/103364)). #### Multiplayer -- Fix `complete_auth` notifying the wrong peer ([GH-86257](https://github.com/godotengine/godot/pull/86257)). -- Fix auth not waiting for confirmation in some cases ([GH-86260](https://github.com/godotengine/godot/pull/86260)). -- Fix spawned nodes not working after reset ([GH-87185](https://github.com/godotengine/godot/pull/87185)). -- Fix remote net ID cleanup ([GH-87186](https://github.com/godotengine/godot/pull/87186)). -- Handle cleanup of "scene cache" nodes ([GH-87190](https://github.com/godotengine/godot/pull/87190)). -- Networking scene multiplayer: Fix removing connected peer during disconnection ([GH-88826](https://github.com/godotengine/godot/pull/88826)). -- Fix replication config reload error ([GH-89108](https://github.com/godotengine/godot/pull/89108)). -- Fix node config warning not updating for `Multiplayer{Spawner,Synchronizer}` ([GH-89839](https://github.com/godotengine/godot/pull/89839)). -- Gracefully handle cache confirmation of deleted nodes ([GH-90027](https://github.com/godotengine/godot/pull/90027)). -- Fix dead code doing unnecessary allocation ([GH-90315](https://github.com/godotengine/godot/pull/90315)). -- Fix `disconnect_peer` not doing the proper cleanup ([GH-91011](https://github.com/godotengine/godot/pull/91011)). -- Modify MultiplayerSpawner scene path error checking ([GH-91084](https://github.com/godotengine/godot/pull/91084)). -- Fix Multiplayer Spawner freeing node after client disconnected Issue ([GH-92359](https://github.com/godotengine/godot/pull/92359)). -- Fix undo not updating spawn checkbox in replication editor ([GH-92735](https://github.com/godotengine/godot/pull/92735)). -- Instantiate a replication config on synchronizer creation ([GH-93374](https://github.com/godotengine/godot/pull/93374)). -- Partially revert cache cleanup, track paths as fallback ([GH-94984](https://github.com/godotengine/godot/pull/94984)). -- ENet: Better handle disconnected peers in DTLS server ([GH-95067](https://github.com/godotengine/godot/pull/95067)). -- Avoid error spam in relay protocol when clients disconnect ([GH-95192](https://github.com/godotengine/godot/pull/95192)). -- Fix relay protocol routing with negative targets ([GH-95194](https://github.com/godotengine/godot/pull/95194)). +- Expose `get_rpc_config` and `get_node_rpc_config` ([GH-96024](https://github.com/godotengine/godot/pull/96024)). +- Fix broken RPCs after dictionary keys type change ([GH-96915](https://github.com/godotengine/godot/pull/96915)). +- Add unit tests for `SceneMultiplayer` ([GH-97607](https://github.com/godotengine/godot/pull/97607)). +- SceneRPCInterface: Sort rpc names using `StringLikeVariantOrder` ([GH-98472](https://github.com/godotengine/godot/pull/98472)). +- Handle scene UIDs in MultiplayerSpawner ([GH-99137](https://github.com/godotengine/godot/pull/99137)). +- Fix UID support in MultiplayerSpawner ([GH-99712](https://github.com/godotengine/godot/pull/99712)). +- Move OfflineMultiplayerPeer docs to the module ([GH-99752](https://github.com/godotengine/godot/pull/99752)). +- ENet: Explicitly destroy hosts on close ([GH-102861](https://github.com/godotengine/godot/pull/102861)). #### Navigation -- Add NavigationServer random point queries ([GH-75098](https://github.com/godotengine/godot/pull/75098)). -- Make navigation map spatial queries thread-safe ([GH-79577](https://github.com/godotengine/godot/pull/79577)). -- Add isometric cell shape mode to `AStarGrid2D` ([GH-81267](https://github.com/godotengine/godot/pull/81267)). -- Make `target_desired_distance` affect the navigation of `NavigationAgent2D/3D` ([GH-82561](https://github.com/godotengine/godot/pull/82561)). -- Fix missing NavigationLink property updates in constructor ([GH-83802](https://github.com/godotengine/godot/pull/83802)). -- Fix missing NavigationRegion property updates in constructor ([GH-83812](https://github.com/godotengine/godot/pull/83812)). -- Fix missing NavigationAgent property updates in constructor ([GH-83814](https://github.com/godotengine/godot/pull/83814)). -- Fix missing NavigationObstacle property updates in constructor ([GH-83816](https://github.com/godotengine/godot/pull/83816)). -- Add function to get navigation map iteration id from NavigationServer ([GH-84275](https://github.com/godotengine/godot/pull/84275)). -- Improve NavigationServer NavMap sync error msgs ([GH-84278](https://github.com/godotengine/godot/pull/84278)). -- Add missing getters to navigation servers ([GH-84729](https://github.com/godotengine/godot/pull/84729)). -- Fix memory leak in 'NavigationServer3D' involving static obstacles ([GH-84816](https://github.com/godotengine/godot/pull/84816)). -- Do not use travel cost for minimum when re-selecting end point ([GH-85253](https://github.com/godotengine/godot/pull/85253)). -- Fix NavigationRegion2D transform update ([GH-85258](https://github.com/godotengine/godot/pull/85258)). -- Make 2D navigation mesh baking parse all TileMapLayers ([GH-85856](https://github.com/godotengine/godot/pull/85856)). -- Fix default NavigationPolygon source geometry group name ([GH-86458](https://github.com/godotengine/godot/pull/86458)). -- Add NavigationMesh `border_size` property for tile baking ([GH-87378](https://github.com/godotengine/godot/pull/87378)). -- Auto-bake edited NavigationPolygons in the Editor on a timer ([GH-87504](https://github.com/godotengine/godot/pull/87504)). -- Expose `is_baking` method in navigation servers and region nodes ([GH-87715](https://github.com/godotengine/godot/pull/87715)). -- Add means for fixing navmap synchronization errors ([GH-87959](https://github.com/godotengine/godot/pull/87959)). -- Add NavigationPolygon `border_size` property for tile baking ([GH-87961](https://github.com/godotengine/godot/pull/87961)). -- Add a partial path return option for AStar ([GH-88047](https://github.com/godotengine/godot/pull/88047)). -- Fix property hints for parsed collision mask ([GH-88156](https://github.com/godotengine/godot/pull/88156)). -- Fix NavigationRegion errors from signal changes ([GH-88164](https://github.com/godotengine/godot/pull/88164)). -- Extend `NavigationMeshSourceGeometryData[23]D` to allow data merging ([GH-88221](https://github.com/godotengine/godot/pull/88221)). -- Remove NavigationServerDummy warnings ([GH-88375](https://github.com/godotengine/godot/pull/88375)). -- Add some missing compile checks ([GH-88679](https://github.com/godotengine/godot/pull/88679)). -- Add debug visual for NavigationRegion2D bake rect ([GH-88701](https://github.com/godotengine/godot/pull/88701)). -- Fix NavigationObstacle2D debug being affected by Node2D transform ([GH-88895](https://github.com/godotengine/godot/pull/88895)). -- Fix NavigationObstacle3D debug not reacting to visibility changes ([GH-89009](https://github.com/godotengine/godot/pull/89009)). -- Add NavigationObstacle options to affect navigation mesh baking ([GH-89034](https://github.com/godotengine/godot/pull/89034)). -- Add navigation baking crash prevention mechanism ([GH-89692](https://github.com/godotengine/godot/pull/89692)). -- Change 2D navigation mesh baking to use floating point coordinates ([GH-89929](https://github.com/godotengine/godot/pull/89929)). -- Fix `NavigationServer.set_debug_enabled()` doing nothing ([GH-90200](https://github.com/godotengine/godot/pull/90200)). -- Add navigation path simplification ([GH-90434](https://github.com/godotengine/godot/pull/90434)). -- Fix NavigationMeshSourceGeometryData merge crash ([GH-90504](https://github.com/godotengine/godot/pull/90504)). -- Use threads for baking navigation mesh inside editor ([GH-90508](https://github.com/godotengine/godot/pull/90508)). -- Use fmod for navigation mesh border size warning ([GH-90602](https://github.com/godotengine/godot/pull/90602)). -- Update NavigationRegion tests RID function ([GH-90744](https://github.com/godotengine/godot/pull/90744)). -- Remove experimental `constrain_avoidance` from `NavigationRegion2D` ([GH-90747](https://github.com/godotengine/godot/pull/90747)). -- Add navigation mesh source geometry parsers and callbacks ([GH-90876](https://github.com/godotengine/godot/pull/90876)). -- Warn that navigation mesh baking from Meshes is bad for runtime performance ([GH-90921](https://github.com/godotengine/godot/pull/90921)). -- Add NavigationMeshSourceGeometryData append functions ([GH-90935](https://github.com/godotengine/godot/pull/90935)). -- NavigationRegion test suppress warning about visual meshes ([GH-91103](https://github.com/godotengine/godot/pull/91103)). -- Fix TileMapLayer navmesh baking ([GH-91464](https://github.com/godotengine/godot/pull/91464)). -- Allow editing `NavigationObstacle2D` shape vertices ([GH-91872](https://github.com/godotengine/godot/pull/91872)). -- Remove duplicated vertices after 3D NavigationMesh bake ([GH-92181](https://github.com/godotengine/godot/pull/92181)). -- Fix NavigationRegion3D not reacting to runtime debug enabled change ([GH-92288](https://github.com/godotengine/godot/pull/92288)). -- Improve NavigationRegion2D debug performance ([GH-92372](https://github.com/godotengine/godot/pull/92372)). -- Fix crash when baking TileMap navigation ([GH-92422](https://github.com/godotengine/godot/pull/92422)). -- Fix `NavigationServer3D.get_closest_point_to_segment()` with `use_collision` ([GH-92850](https://github.com/godotengine/godot/pull/92850)). -- TileSet: Transform rotated navigation (sub)-polygons individually ([GH-92955](https://github.com/godotengine/godot/pull/92955)). -- Fix NavigationRegion2D debug not clearing canvas item ([GH-92991](https://github.com/godotengine/godot/pull/92991)). -- Fix NavigationRegion2D editor plugin clear button not updating debug visuals ([GH-92994](https://github.com/godotengine/godot/pull/92994)). -- Fix closest edge and face check in `NavigationServer3D.map_get_closest_point_to_segment` ([GH-93227](https://github.com/godotengine/godot/pull/93227)). -- Fix thread-use causing navigation mesh data corruption ([GH-93392](https://github.com/godotengine/godot/pull/93392)). -- Fix thread-use causing navigation source geometry data corruption ([GH-93407](https://github.com/godotengine/godot/pull/93407)). -- Fix potential crash due to invalid navigation mesh ref ([GH-93423](https://github.com/godotengine/godot/pull/93423)). -- Fix thread-use causing navigation polygon data corruption ([GH-93426](https://github.com/godotengine/godot/pull/93426)). -- Remove unused navigation polygon properties ([GH-93485](https://github.com/godotengine/godot/pull/93485)). -- `NavigationServer3D.map_get_closest_point_to_segment` - add an additional shortest distance check ([GH-93541](https://github.com/godotengine/godot/pull/93541)). -- Fix NavigationPolygon not updating consistently on rebakes ([GH-94362](https://github.com/godotengine/godot/pull/94362)). +- Improve pathfinding performance by using a heap to store traversable polygons ([GH-85965](https://github.com/godotengine/godot/pull/85965)). +- Optimize some parts of `NavMap::sync` ([GH-90182](https://github.com/godotengine/godot/pull/90182)). +- Extract navigation-related defaults to separate header ([GH-90945](https://github.com/godotengine/godot/pull/90945)). +- Change param name of AStar's `_estimate_cost` method ([GH-92123](https://github.com/godotengine/godot/pull/92123)). +- Add triangulation partition option to 2D navigation mesh baking ([GH-92560](https://github.com/godotengine/godot/pull/92560)). +- Change 3D navigation edge connection margin debug to only show virtual edge ([GH-92944](https://github.com/godotengine/godot/pull/92944)). +- Replace some distance checks with square distance checks in NavMap ([GH-93005](https://github.com/godotengine/godot/pull/93005)). +- Improve NavigationObstacle3D editor tooling ([GH-93059](https://github.com/godotengine/godot/pull/93059)). +- NavigationPolygon: Implement `get`/`set_polygon` fast paths ([GH-93171](https://github.com/godotengine/godot/pull/93171)). +- Improve `AStarGrid2D` performance when jumping is enabled ([GH-93319](https://github.com/godotengine/godot/pull/93319)). +- Move NavRegion connections to NavMap ([GH-93498](https://github.com/godotengine/godot/pull/93498)). +- Add navigation obstacles to performance monitor stats ([GH-93583](https://github.com/godotengine/godot/pull/93583)). +- Fix AStar2D, AStar3D, AStarGrid2D from not returning a path when the destination is disabled/solid even with `allow_partial_path` option ([GH-94246](https://github.com/godotengine/godot/pull/94246)). +- Change NavigationMesh to also parse collision shapes by default ([GH-95013](https://github.com/godotengine/godot/pull/95013)). +- Add `get_bounds()` function to NavigationMeshSourceGeometryData ([GH-95137](https://github.com/godotengine/godot/pull/95137)). +- Add NavigationLink function to change navigation map ([GH-95456](https://github.com/godotengine/godot/pull/95456)). +- Add navigation region point and segment queries ([GH-96092](https://github.com/godotengine/godot/pull/96092)). +- Move NavigationServer mesh queries to dedicated file ([GH-96355](https://github.com/godotengine/godot/pull/96355)). +- Fix 2D debug navigation flickering with tile maps ([GH-96607](https://github.com/godotengine/godot/pull/96607)). +- Make use of NavigationObstacle3D's transform ([GH-96730](https://github.com/godotengine/godot/pull/96730)). +- Improve `NavMeshQueries3D::polygons_get_closest_point_info` performance ([GH-97928](https://github.com/godotengine/godot/pull/97928)). +- Reduce allocations for NavMap synchronization ([GH-98866](https://github.com/godotengine/godot/pull/98866)). +- Improve `NavMeshGenerator2D::generator_bake_from_source_geometry_data` performance ([GH-98957](https://github.com/godotengine/godot/pull/98957)). +- Make use of NavigationObstacle2D's transform ([GH-99030](https://github.com/godotengine/godot/pull/99030)). +- Fix obstacle avoidance and 3D editor ignoring transform ([GH-99176](https://github.com/godotengine/godot/pull/99176)). +- Fix broken Navigation Obstacle regression ([GH-99276](https://github.com/godotengine/godot/pull/99276)). +- Change navigation map performance monitor to use a struct ([GH-99626](https://github.com/godotengine/godot/pull/99626)). +- Make NavMap objects request sync only on demand ([GH-99646](https://github.com/godotengine/godot/pull/99646)). +- Add test for NavigationServer path simplification ([GH-99726](https://github.com/godotengine/godot/pull/99726)). +- Hide `NavigationRegion2D`'s debug instance instead of freeing it, and hide it when `navigation_polygon` is set to null ([GH-100006](https://github.com/godotengine/godot/pull/100006)). +- Fix avoidance dirty flag regression ([GH-100105](https://github.com/godotengine/godot/pull/100105)). +- Despaghettify NavigationServer path queries ([GH-100129](https://github.com/godotengine/godot/pull/100129)). +- Simplify `NavMeshQueries3D::simplify_path_segment` ([GH-100401](https://github.com/godotengine/godot/pull/100401)). +- Fix GridMap freeing edge connection debug mesh too early ([GH-100406](https://github.com/godotengine/godot/pull/100406)). +- Change navigation map synchronization to an async process ([GH-100497](https://github.com/godotengine/godot/pull/100497)). +- Simplify `NavMeshQueries3D::_query_task_build_path_corridor` ([GH-100549](https://github.com/godotengine/godot/pull/100549)). +- Fix early navigtion path return ([GH-100587](https://github.com/godotengine/godot/pull/100587)). +- Improve NavigationObstacle2D debug visuals and performance ([GH-100708](https://github.com/godotengine/godot/pull/100708)). +- Patch navigation map async synchronization ([GH-100823](https://github.com/godotengine/godot/pull/100823)). +- Make nodes handle their respective navigation source geometry ([GH-100882](https://github.com/godotengine/godot/pull/100882)). +- Add NavigationLink debug direction indicator ([GH-101010](https://github.com/godotengine/godot/pull/101010)). +- Make NavMeshQueries use NavRegionIteration polygons directly ([GH-101037](https://github.com/godotengine/godot/pull/101037)). +- Fix wrong condition in `NavMeshQueries3D::_query_task_build_path_corridor` ([GH-101223](https://github.com/godotengine/godot/pull/101223)). +- Improve `NavigationLink3DGizmoPlugin::redraw` performance ([GH-101424](https://github.com/godotengine/godot/pull/101424)). +- Add functions to get axis-aligned bounds of navigation regions ([GH-101505](https://github.com/godotengine/godot/pull/101505)). +- Fix NavigationObstacle3D debug clear regression ([GH-101728](https://github.com/godotengine/godot/pull/101728)). +- Fix wrong distance calculation in `NavMeshQueries3D::_query_task_build_path_corridor` ([GH-101968](https://github.com/godotengine/godot/pull/101968)). +- Fix NavBase properties not requesting sync ([GH-102754](https://github.com/godotengine/godot/pull/102754)). #### Network -- Add unit test for `IP.resolve_hostname` ([GH-81465](https://github.com/godotengine/godot/pull/81465)). -- UPNP: Use local variable for UPNPUrls to stop memory leak ([GH-89897](https://github.com/godotengine/godot/pull/89897)). -- mbedTLS: Update to new LTS v3.6.0 ([GH-90482](https://github.com/godotengine/godot/pull/90482)). -- Fix missing return in `StreamPeerTCP::poll` when connection is `STATUS_CONNECTED` ([GH-90741](https://github.com/godotengine/godot/pull/90741)). -- Crypto: Expose `get_system_ca_certificates` ([GH-93176](https://github.com/godotengine/godot/pull/93176)). -- Crypto: Expose TLSOptions getters ([GH-93178](https://github.com/godotengine/godot/pull/93178)). -- WebSocket: Allow reusing closing and closed peers ([GH-94168](https://github.com/godotengine/godot/pull/94168)). -- WebSocket: Ensure `TCP_NODELAY` is always set ([GH-94618](https://github.com/godotengine/godot/pull/94618)). -- WS: Fix `set_no_delay` on Windows ([GH-95233](https://github.com/godotengine/godot/pull/95233)). +- WebSocket: Add optional heartbeat via "ping" control frames ([GH-91707](https://github.com/godotengine/godot/pull/91707)). +- String: Parse fragment from URL ([GH-92237](https://github.com/godotengine/godot/pull/92237)). +- Add method for getting packet flags from ENetPacketPeer ([GH-95216](https://github.com/godotengine/godot/pull/95216)). +- mbedTLS: Fix incorrect cert pinning with `client_unsafe` ([GH-96172](https://github.com/godotengine/godot/pull/96172)). +- mbedTLS: Enable TLS 1.3 support ([GH-96394](https://github.com/godotengine/godot/pull/96394)). +- Fix division by zero in network profiler ([GH-96464](https://github.com/godotengine/godot/pull/96464)). +- Add a macro on `NetSocketPosix` to pick the right type for `FIONREAD` `len` parameter ([GH-97098](https://github.com/godotengine/godot/pull/97098)). +- Add unit tests for TCPServer ([GH-97262](https://github.com/godotengine/godot/pull/97262)). +- Add unit tests for UDPServer ([GH-97311](https://github.com/godotengine/godot/pull/97311)). +- Add half precision floating point support to `StreamPeer` and `FileAccess` ([GH-97716](https://github.com/godotengine/godot/pull/97716)). +- WS: Detect disconnection due to protocol errors ([GH-97913](https://github.com/godotengine/godot/pull/97913)). +- WS: Implement wslay unbuffered message parsing ([GH-98343](https://github.com/godotengine/godot/pull/98343)). +- Web: Disable UNIX sockets ([GH-98954](https://github.com/godotengine/godot/pull/98954)). +- Net: Split Unix/Windows NetSocket implementation ([GH-98969](https://github.com/godotengine/godot/pull/98969)). +- mbedTLS: Keep reading/writing partial until "would block" ([GH-98995](https://github.com/godotengine/godot/pull/98995)). +- Net: Split Unix/Windows IP implementation ([GH-99026](https://github.com/godotengine/godot/pull/99026)). +- Net: Properly rename NetSocketPosix to NetSocketUnix ([GH-99167](https://github.com/godotengine/godot/pull/99167)). +- UPNP: Allow disabling UPNP implementation on the Web ([GH-99597](https://github.com/godotengine/godot/pull/99597)). +- Net: Fix TCP/UDP server network tests ([GH-100107](https://github.com/godotengine/godot/pull/100107)). +- WS: Fix wslay multi-frame message parsing ([GH-100631](https://github.com/godotengine/godot/pull/100631)). +- WS: Fix peer stuck in CLOSING state ([GH-101760](https://github.com/godotengine/godot/pull/101760)). +- WS: Fix wslay multi-frame message parsing (again) ([GH-102128](https://github.com/godotengine/godot/pull/102128)). +- TLS: Disable TLSv1.3 support by default ([GH-102774](https://github.com/godotengine/godot/pull/102774)). +- mbedtls: Don't set TLS max version on Mbed TLS < 3.0 ([GH-102964](https://github.com/godotengine/godot/pull/102964)). +- mbedTLS: Integrate TLS handshake defragmentation PR ([GH-103247](https://github.com/godotengine/godot/pull/103247)). #### Particles -- Support custom AABBs within MultiMesh resources ([GH-79833](https://github.com/godotengine/godot/pull/79833)). -- Improve editing of min/max particle properties ([GH-81260](https://github.com/godotengine/godot/pull/81260)). -- Fix `CPUParticles2D` tangential force does not match `GPUParticles2D` ([GH-84575](https://github.com/godotengine/godot/pull/84575)). -- Only allow MeshInstance3D-based nodes in particles emission shape node selector ([GH-84891](https://github.com/godotengine/godot/pull/84891)). -- Correctly emit sub-emitter's emission at the end ([GH-85189](https://github.com/godotengine/godot/pull/85189)). -- Fix particle spread values affecting particle velocity ([GH-85880](https://github.com/godotengine/godot/pull/85880)). -- Only update particle velocity when it changes ([GH-86474](https://github.com/godotengine/godot/pull/86474)). -- Fix collided particles getting stuck with zero velocity ([GH-87320](https://github.com/godotengine/godot/pull/87320)). -- Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices ([GH-88816](https://github.com/godotengine/godot/pull/88816)). -- Fix early activation of particle trail sections ([GH-89042](https://github.com/godotengine/godot/pull/89042)). -- Fix error in AABB calculation for particles with USERDATA ([GH-89046](https://github.com/godotengine/godot/pull/89046)). -- Fix `update_property()` in particle material editor ([GH-89048](https://github.com/godotengine/godot/pull/89048)). -- Fix `USERDATA` built-ins for GLES3 particle shaders ([GH-89094](https://github.com/godotengine/godot/pull/89094)). -- Fix `CPUParticles3D` using angle incorrectly when `ROTATE_Y` is set ([GH-89595](https://github.com/godotengine/godot/pull/89595)). -- Fix `INSTANCE_CUSTOM.w` not being assigned correctly in CPUParticles 2D and 3D ([GH-90095](https://github.com/godotengine/godot/pull/90095)). -- Fix inverted GPUParticlesCollisionHeightField3D ([GH-91219](https://github.com/godotengine/godot/pull/91219)). -- Fix particle cylinder emission shape random distribution ([GH-91223](https://github.com/godotengine/godot/pull/91223)). -- Fix sqrt application for radius in particle ring emission ([GH-91449](https://github.com/godotengine/godot/pull/91449)). -- Add Ctrl + R keyboard shortcut to restart particle emission in the editor ([GH-92134](https://github.com/godotengine/godot/pull/92134)). -- Fix 2d sdf collision for TileMapLayer Occluders ([GH-92173](https://github.com/godotengine/godot/pull/92173)). -- Fix collided 3D GPU particles sometimes jittering ([GH-92474](https://github.com/godotengine/godot/pull/92474)). -- Fix USERDATA not copied when trails started ([GH-93595](https://github.com/godotengine/godot/pull/93595)). +- Add cone angle control to particle emission ring shape ([GH-91973](https://github.com/godotengine/godot/pull/91973)). +- Implement particle seek request and seed options ([GH-92089](https://github.com/godotengine/godot/pull/92089)). +- Fix GPUParticles Inherit Velocity breaking with physics movement ([GH-93837](https://github.com/godotengine/godot/pull/93837)). +- Unify particle editors ([GH-94371](https://github.com/godotengine/godot/pull/94371)). +- GPU/CPU particle parameter list consistency changes ([GH-95132](https://github.com/godotengine/godot/pull/95132)). +- Add "At Start" mode for sub-emitter particles ([GH-100050](https://github.com/godotengine/godot/pull/100050)). +- Add visualization of 3D particle emission shapes ([GH-100113](https://github.com/godotengine/godot/pull/100113)). +- Move texture property back to the top level of the Particles inspector ([GH-100227](https://github.com/godotengine/godot/pull/100227)). +- Reduce slider range for Particles preprocess to discourage setting a preprocess time of 10 minutes ([GH-100378](https://github.com/godotengine/godot/pull/100378)). +- Add UndoRedo support to Load Emission Mask/Points ([GH-100571](https://github.com/godotengine/godot/pull/100571)). +- Preserve emission ring shape properties during conversion from GPUParticles3D to CPUParticles3D and vice versa ([GH-101012](https://github.com/godotengine/godot/pull/101012)). +- Fix inverted `GPUParticlesCollisionHeightField3D` in compatibility renderer ([GH-101159](https://github.com/godotengine/godot/pull/101159)). +- Fix ParticleProcessMaterial not using same offsets for emission textures ([GH-101162](https://github.com/godotengine/godot/pull/101162)). +- Fix regression from already disconnected emission shape changed signal ([GH-101537](https://github.com/godotengine/godot/pull/101537)). +- Fix GPUParticles3D emitting `finished` signal on ready ([GH-101596](https://github.com/godotengine/godot/pull/101596)). +- Fix `emission_shape_changed` signal error when using ShaderMaterial with GPUParticles3D ([GH-101617](https://github.com/godotengine/godot/pull/101617)). +- Fix GPUParticles2D not randomizing seed when `set_one_shot` is called ([GH-101688](https://github.com/godotengine/godot/pull/101688)). +- Fix cpuparticles randomness regression ([GH-101872](https://github.com/godotengine/godot/pull/101872)). +- Add Heightfield mask to GPUParticlesCollisionHeightField3D ([GH-101947](https://github.com/godotengine/godot/pull/101947)). +- Fix framebuffer clear for particle collider heightfield ([GH-102133](https://github.com/godotengine/godot/pull/102133)). +- Fix crash when assigning wrong shader to particle process material ([GH-102280](https://github.com/godotengine/godot/pull/102280)). +- Fix seed not randomizing for particles. Fix seed being stored when fixed seed is off ([GH-102405](https://github.com/godotengine/godot/pull/102405)). +- Fix particle not re-randomizing every emission ([GH-103068](https://github.com/godotengine/godot/pull/103068)). #### Physics -- Disable registering 3D physics types when 3D is disabled ([GH-79185](https://github.com/godotengine/godot/pull/79185)). -- Prevent mapping areas with invalid IDs for `Area2D/3D` ([GH-79460](https://github.com/godotengine/godot/pull/79460)). -- Clear monitoring in `Area*` when its space changes to invalid ([GH-81809](https://github.com/godotengine/godot/pull/81809)). -- Change ShapeCast3D and RayCast3D debug to use RenderingServer directly ([GH-82599](https://github.com/godotengine/godot/pull/82599)). -- Orthonormalize PhysicalBone3D transforms when resetting them ([GH-82933](https://github.com/godotengine/godot/pull/82933)). -- Fix body leaving area gravity influence ([GH-82961](https://github.com/godotengine/godot/pull/82961)). -- Replace confusing code in `GodotCapsuleShape2D::get_supports` ([GH-83655](https://github.com/godotengine/godot/pull/83655)). -- Fix CollisionObject3D Gizmo not updated after calling `shape_owner_*` functions ([GH-84610](https://github.com/godotengine/godot/pull/84610)). -- Expose a method to get gravity for any physics body ([GH-84640](https://github.com/godotengine/godot/pull/84640)). -- Fix `PhysicsShapeQueryParameters3D.motion` type wrongly set to Vector2 ([GH-85393](https://github.com/godotengine/godot/pull/85393)). -- Improve visualization of WorldBoundary2D editor ([GH-86208](https://github.com/godotengine/godot/pull/86208)). -- Check skeleton RID when using cached AABB ([GH-86245](https://github.com/godotengine/godot/pull/86245)). -- Add warning for using concave shape on CharacterBody3D ([GH-86576](https://github.com/godotengine/godot/pull/86576)). -- Fix bounding boxes not being calculated properly and not respecting top-level nodes ([GH-87132](https://github.com/godotengine/godot/pull/87132)). -- Make CharacterBody properties public ([GH-87167](https://github.com/godotengine/godot/pull/87167)). -- RayCast2D and RayCast3D: warn to check `is_colliding` before `get_collision_point` and `get_collision_normal` ([GH-87414](https://github.com/godotengine/godot/pull/87414)). -- Bind physics server methods related to `SoftBody3D` ([GH-87502](https://github.com/godotengine/godot/pull/87502)). -- Fix error when pinning soft body point without attachment ([GH-87506](https://github.com/godotengine/godot/pull/87506)). -- Add HeightMapShape3D functions to get min / max height ([GH-87881](https://github.com/godotengine/godot/pull/87881)). -- Add HeightMapShape3D update with Image data ([GH-87889](https://github.com/godotengine/godot/pull/87889)). -- Fix `max_collisions` not being passed in `PhysicsBody3D::test_move` ([GH-87903](https://github.com/godotengine/godot/pull/87903)). -- Fix crash with `PhysicsBody2D/3D::get_gravity` with invalid state ([GH-87976](https://github.com/godotengine/godot/pull/87976)). -- Fix `get_contact_count` sometimes being incorrect in `_process` ([GH-88019](https://github.com/godotengine/godot/pull/88019)). -- `GodotCollisionSolver2D::solve_concave`: Fix culling in case of motion ([GH-88282](https://github.com/godotengine/godot/pull/88282)). -- Fix `SoftBody3D` for double-precision builds ([GH-88402](https://github.com/godotengine/godot/pull/88402)). -- Physics interpolation (2D) ([GH-88424](https://github.com/godotengine/godot/pull/88424)). -- Split monolithic physics class files ([GH-88862](https://github.com/godotengine/godot/pull/88862)). -- Fix physics platform crash ([GH-88947](https://github.com/godotengine/godot/pull/88947)). -- Move Max Contacts Reported below Contact Monitor in RigidBody inspector ([GH-89459](https://github.com/godotengine/godot/pull/89459)). -- Increase precision of RigidBody `mass` property ([GH-89468](https://github.com/godotengine/godot/pull/89468)). -- Allow for 32 max collisions in `test_body_motion` ([GH-89517](https://github.com/godotengine/godot/pull/89517)). -- Fix concave `CollisionPolygon2D` debug drawing and docs ([GH-89820](https://github.com/godotengine/godot/pull/89820)). -- Fix separating axes for 3D cylinder-face collisions ([GH-89960](https://github.com/godotengine/godot/pull/89960)). -- Make physics debug respect shape outline setting inside editor ([GH-90113](https://github.com/godotengine/godot/pull/90113)). -- Specify that `get_floor_normal()` does not return the surface normal ([GH-90254](https://github.com/godotengine/godot/pull/90254)). -- Fix PinJoint2D deferred call error ([GH-90340](https://github.com/godotengine/godot/pull/90340)). -- GridMap: Fix `physics_material` property ([GH-90503](https://github.com/godotengine/godot/pull/90503)). -- Store `ObjectID` instead of pointer for KinematicCollision owner ([GH-90668](https://github.com/godotengine/godot/pull/90668)). -- Increase size of WorldBoundaryShape to be much larger ([GH-90763](https://github.com/godotengine/godot/pull/90763)). -- Fix `move_and_slide` wall slide acceleration (3D) ([GH-90915](https://github.com/godotengine/godot/pull/90915)). -- Use same colors for editor and running project for collision/path debug ([GH-90966](https://github.com/godotengine/godot/pull/90966)). -- Deprecate unused parameter `angular_limit/softness` in `HingeJoint3D` ([GH-91127](https://github.com/godotengine/godot/pull/91127)). -- Update `body_create` description in PhysicsServer2D/3D ([GH-91596](https://github.com/godotengine/godot/pull/91596)). -- Add useful error msg in `GodotSoftBody3D::set_mesh` ([GH-91896](https://github.com/godotengine/godot/pull/91896)). -- Avoid duplicate connect in Joint2D and Joint3D `_update_joint` ([GH-91936](https://github.com/godotengine/godot/pull/91936)). -- Bind shape margin methods for `PhysicsServer3D` ([GH-92110](https://github.com/godotengine/godot/pull/92110)). -- GodotPhysics: Fix crash on null space ([GH-93286](https://github.com/godotengine/godot/pull/93286)). -- Fix physics tick counter ([GH-94039](https://github.com/godotengine/godot/pull/94039)). -- Only print physics sync warning on dev builds to avoid warning spam from using `move_and_slide` ([GH-94279](https://github.com/godotengine/godot/pull/94279)). -- Fix dynamic-stack-buffer-overflow crash when executing random functions on random physics objects ([GH-94521](https://github.com/godotengine/godot/pull/94521)). -- Bind `PhysicsServer*D::body_set_state_sync_callback` ([GH-94653](https://github.com/godotengine/godot/pull/94653)). +- Fix debug line drawing with tiny convex hull mesh colliders ([GH-69197](https://github.com/godotengine/godot/pull/69197)). +- Fix `SoftBody3D` pinned points breaking when reloading scene ([GH-86310](https://github.com/godotengine/godot/pull/86310)). +- Physics interpolation: `MultiMesh` ([GH-91818](https://github.com/godotengine/godot/pull/91818)). +- Physics interpolation (3D) ([GH-92391](https://github.com/godotengine/godot/pull/92391)). +- Account for physics interpolation and transform snapping when Y-sorting ([GH-93025](https://github.com/godotengine/godot/pull/93025)). +- Expose contact point and contact normal on VehicleWheel3D to scripting ([GH-93900](https://github.com/godotengine/godot/pull/93900)). +- Fix `SoftBody3D` pinned points interaction ([GH-94684](https://github.com/godotengine/godot/pull/94684)). +- Add units to VehicleWheel3D suspension stiffness and damping ([GH-94862](https://github.com/godotengine/godot/pull/94862)). +- Move Godot Physics 3D into a module; add dummy 3D physics server ([GH-95252](https://github.com/godotengine/godot/pull/95252)). +- Move Godot Physics 2D into a module; add dummy 2D physics server ([GH-95261](https://github.com/godotengine/godot/pull/95261)). +- Expose `ShapeCast{2D,3D}::get_collision_result` ([GH-95374](https://github.com/godotengine/godot/pull/95374)). +- Use collision detection ray to reposition an object already in the scene ([GH-96740](https://github.com/godotengine/godot/pull/96740)). +- Add forgotten `get_space()` check in `GodotArea3D::remove_soft_body_from_query()` ([GH-97130](https://github.com/godotengine/godot/pull/97130)). +- Add unit tests for PhysicsMaterial ([GH-97227](https://github.com/godotengine/godot/pull/97227)). +- Fix physics platform behavior regression ([GH-97315](https://github.com/godotengine/godot/pull/97315)). +- GodotPhysics: Fix raycasts don't reliably collide with HeightMapShape3D ([GH-97471](https://github.com/godotengine/godot/pull/97471)). +- Add collision priority property to TileSet physics layers ([GH-98773](https://github.com/godotengine/godot/pull/98773)). +- Allow `apply_floor_snap` to preserve the horizontal position regardless of `stop_on_slopes` ([GH-99397](https://github.com/godotengine/godot/pull/99397)). +- Add Jolt Physics as an alternative 3D physics engine ([GH-99895](https://github.com/godotengine/godot/pull/99895)). +- Fix `GodotSpace3D::test_body_motion()` not setting `local_shape` ([GH-99901](https://github.com/godotengine/godot/pull/99901)). +- Fix `CollisionShape{2D,3D}.debug_color` inconsistencies ([GH-100093](https://github.com/godotengine/godot/pull/100093)). +- Add basic editor editing for `ConvexPolygonShape2D` and `ConcavePolygonShape2D` ([GH-100183](https://github.com/godotengine/godot/pull/100183)). +- Jolt: Fix multiple definition LTO linking issue with mingw-gcc ([GH-100331](https://github.com/godotengine/godot/pull/100331)). +- Make `RID` allocation thread-safe when using Jolt Physics ([GH-100342](https://github.com/godotengine/godot/pull/100342)). +- Update damping values for jolt rigid bodies on mode switch at runtime ([GH-100473](https://github.com/godotengine/godot/pull/100473)). +- Jolt: Update to commit f094082aa, adding RISC-V, PPC64 and LoongArch support ([GH-100561](https://github.com/godotengine/godot/pull/100561)). +- Improve performance with many static/sleeping bodies when using Jolt Physics ([GH-100983](https://github.com/godotengine/godot/pull/100983)). +- Prevent errors when drawing debug meshes with no mesh data ([GH-101014](https://github.com/godotengine/godot/pull/101014)). +- Improve performance of certain physics queries when using Jolt Physics ([GH-101071](https://github.com/godotengine/godot/pull/101071)). +- Improve performance of changing compound shapes when using Jolt Physics ([GH-101189](https://github.com/godotengine/godot/pull/101189)). +- Fix debug contact count not being initialized when using Jolt Physics ([GH-101231](https://github.com/godotengine/godot/pull/101231)). +- Cache value of Jolt Physics project setting `bounce_velocity_threshold` ([GH-101237](https://github.com/godotengine/godot/pull/101237)). +- Fix kinematic bodies not synchronizing state when using Jolt Physics ([GH-101803](https://github.com/godotengine/godot/pull/101803)). +- Add debug colors and fills to CollisionPolygon3D ([GH-101810](https://github.com/godotengine/godot/pull/101810)). +- Refactor post-step operations in Jolt module to be done as needed ([GH-101815](https://github.com/godotengine/godot/pull/101815)). +- Update Jolt Physics `BoxShape` to allow for zero-sized boxes ([GH-101940](https://github.com/godotengine/godot/pull/101940)). +- Override mass properties for `Area3D` when using Jolt Physics ([GH-102029](https://github.com/godotengine/godot/pull/102029)). +- [Jolt Physics] Fix ghost collision issue on dense triangle meshes ([GH-102614](https://github.com/godotengine/godot/pull/102614)). +- Skip `Object::to_string` when Jolt Physics is on separate thread ([GH-102726](https://github.com/godotengine/godot/pull/102726)). #### Plugin -- Use existing `plugin.cfg` in configuration dialog ([GH-79723](https://github.com/godotengine/godot/pull/79723)). -- Expose `SceneTreeDialog` and `PropertySelector` via `EditorInterface` ([GH-81655](https://github.com/godotengine/godot/pull/81655)). -- Fix creating and updating plugin with dot in folder name ([GH-83329](https://github.com/godotengine/godot/pull/83329)). -- Correctly check scripts that must inherit `EditorPlugin` ([GH-85271](https://github.com/godotengine/godot/pull/85271)). -- Save external data even without scene ([GH-85513](https://github.com/godotengine/godot/pull/85513)). -- Always call `_can_handle()` before `_parse_property()` ([GH-86467](https://github.com/godotengine/godot/pull/86467)). -- Editor: Add `EditorPlugin::scene_saved` signal ([GH-87332](https://github.com/godotengine/godot/pull/87332)). -- Editor: Fix `_parse_category()` is not called for custom categories ([GH-87915](https://github.com/godotengine/godot/pull/87915)). -- Improve Project Settings' Plugin display ([GH-88308](https://github.com/godotengine/godot/pull/88308)). -- Update scene tabs after marking as unsaved ([GH-90135](https://github.com/godotengine/godot/pull/90135)). -- Fix `add_root_node()` being no-op ([GH-90136](https://github.com/godotengine/godot/pull/90136)). -- Expose `EditorFileDialog::popup_file_dialog()` to GDScript and GDExtension ([GH-91331](https://github.com/godotengine/godot/pull/91331)). -- Add logic to unregister the Godot plugins on engine termination ([GH-92143](https://github.com/godotengine/godot/pull/92143)). -- Prevent static XCFramework bundles from being embedded on iOS ([GH-92519](https://github.com/godotengine/godot/pull/92519)). +- Export `EditorInspector::instantiate_property_editor` for use by plugins ([GH-87375](https://github.com/godotengine/godot/pull/87375)). +- Editor: Fix handle ID being passed for 3D Gizmo plugins ([GH-89607](https://github.com/godotengine/godot/pull/89607)). +- Fix addon requires editor restart to become functional ([GH-92667](https://github.com/godotengine/godot/pull/92667)). +- Pass current value to `EditorInterface` node/property popups ([GH-94323](https://github.com/godotengine/godot/pull/94323)). +- Add support for custom items to editor right-click context menus ([GH-94582](https://github.com/godotengine/godot/pull/94582)). +- Fix autoload node cannot be accessed by plugin on start-up ([GH-94802](https://github.com/godotengine/godot/pull/94802)). +- Add EditorContextMenuPluginManager and refactor menu plugins ([GH-96539](https://github.com/godotengine/godot/pull/96539)). +- Add submenu support to EditorContextMenuPlugin ([GH-97292](https://github.com/godotengine/godot/pull/97292)). +- Remove the restriction on supported types for Godot Android plugins ([GH-97500](https://github.com/godotengine/godot/pull/97500)). +- Make the "Quick Open" dialog available via `EditorInterface` ([GH-97633](https://github.com/godotengine/godot/pull/97633)). +- Fix `CONTAINER_PROJECT_SETTING_TAB_RIGHT` option of `EditorPlugin` ([GH-98210](https://github.com/godotengine/godot/pull/98210)). +- Make the method selector dialog available via `EditorInterface` ([GH-98859](https://github.com/godotengine/godot/pull/98859)). +- Cleanup EditorInterface selectors' code ([GH-99062](https://github.com/godotengine/godot/pull/99062)). +- Add more menus support to EditorContextMenuPlugin ([GH-100556](https://github.com/godotengine/godot/pull/100556)). #### Porting -- Windows: Enable crash reporter on MinGW builds ([GH-61006](https://github.com/godotengine/godot/pull/61006)). -- Windows: Improve warning for path casing ([GH-71975](https://github.com/godotengine/godot/pull/71975)). -- Implement support for application status indicators (tray icons) ([GH-80211](https://github.com/godotengine/godot/pull/80211)). -- macOS: Add support for native help menu search callbacks, integrate editor help ([GH-83819](https://github.com/godotengine/godot/pull/83819)). -- macOS: Add default Window and Help menus, allow special menu customization ([GH-83987](https://github.com/godotengine/godot/pull/83987)). -- Use platform-specific methods for FileAccess reading and writing ([GH-84107](https://github.com/godotengine/godot/pull/84107)). -- Windows: Use CCD API to get fractional screen refresh rates ([GH-84246](https://github.com/godotengine/godot/pull/84246)). -- Robustify handling of activation & focus on Windows ([GH-84363](https://github.com/godotengine/godot/pull/84363)). -- Fix NetBSD executable path ([GH-84469](https://github.com/godotengine/godot/pull/84469)). -- Make `screen_get_refresh_rate()` respect iOS Low Power Mode ([GH-85026](https://github.com/godotengine/godot/pull/85026)). -- Enhance mobile suspend MainLoop notifications ([GH-85100](https://github.com/godotengine/godot/pull/85100)). -- Windows: Fix NVIDIA app profile creation ([GH-85188](https://github.com/godotengine/godot/pull/85188)). -- Do not consume mouse messages in windows with `no_focus` on Windows OS ([GH-85484](https://github.com/godotengine/godot/pull/85484)). -- Add `THREADS_ENABLED` macro in order to compile Godot to run on the main thread ([GH-85939](https://github.com/godotengine/godot/pull/85939)). -- Android: Ensure cleanup of all subobjects in the OpenSL audio driver ([GH-85955](https://github.com/godotengine/godot/pull/85955)). -- X11: Partial fix for Editor and Project Manager stealing focus on some window managers ([GH-86101](https://github.com/godotengine/godot/pull/86101)). -- Fix key mapping for `XK_KP_Delete` key ([GH-86160](https://github.com/godotengine/godot/pull/86160)). -- Add Wayland support ([GH-86180](https://github.com/godotengine/godot/pull/86180)). -- Android: Update the logic used to start / stop the render thread ([GH-86379](https://github.com/godotengine/godot/pull/86379)). -- X11: Fix Godot stealing focus on alternative window managers ([GH-86441](https://github.com/godotengine/godot/pull/86441)). -- Fix `OS.get_system_font_path` and `OS.get_system_font_path_for_text` to return correct slashes ([GH-86552](https://github.com/godotengine/godot/pull/86552)). -- Fix virtual keyboard for decimal values on Android ([GH-86619](https://github.com/godotengine/godot/pull/86619)). -- X11: Don't re-set input focus if the given window already has it (fixes Godot stealing input focus on i3) ([GH-86671](https://github.com/godotengine/godot/pull/86671)). -- iOS: Set provisioning style for both `iPhone Developer` and `iPhone Distribution` to automatic ([GH-86748](https://github.com/godotengine/godot/pull/86748)). -- Fix `get_window_safe_area` on Android ([GH-86761](https://github.com/godotengine/godot/pull/86761)). -- Attempt parsing environment variables as UTF-8 ([GH-86936](https://github.com/godotengine/godot/pull/86936)). -- iOS: Improve logger ([GH-87077](https://github.com/godotengine/godot/pull/87077)). -- Android: Disable automatic permissions request ([GH-87080](https://github.com/godotengine/godot/pull/87080)). -- Fix DX12 build on older MSVC versions, fix missing PIX include ([GH-87206](https://github.com/godotengine/godot/pull/87206)). -- Use `os_unfair_lock` on Apple platforms ([GH-87393](https://github.com/godotengine/godot/pull/87393)). -- macOS: Update window visible state on deminiaturize ([GH-87465](https://github.com/godotengine/godot/pull/87465)). -- Make dark mode Title Bar work on Windows 10 1909 (build:18363) and above ([GH-87549](https://github.com/godotengine/godot/pull/87549)). -- Wayland: Suspend window after frame timeout or suspend state ([GH-87750](https://github.com/godotengine/godot/pull/87750)). -- Wayland: Implement `window_get_native_handle` ([GH-87764](https://github.com/godotengine/godot/pull/87764)). -- Wayland: Add support for native file dialogs ([GH-87776](https://github.com/godotengine/godot/pull/87776)). -- macOS: Use autorelease pools ([GH-87836](https://github.com/godotengine/godot/pull/87836)). -- macOS: Add SIGTRAP to the crash handler ([GH-87842](https://github.com/godotengine/godot/pull/87842)). -- Add workaround for emscripten >= 3.1.47 LTO build ([GH-87956](https://github.com/godotengine/godot/pull/87956)). -- wayland: Update to 1.22.0 ([GH-87977](https://github.com/godotengine/godot/pull/87977)). -- [macOS / iOS] Switch Vulkan init to `VK_EXT_metal_surface` extension ([GH-87999](https://github.com/godotengine/godot/pull/87999)). -- macOS: Enabled secure restorable state ([GH-88050](https://github.com/godotengine/godot/pull/88050)). -- Handle display driver preferences consistently between editor and projects ([GH-88065](https://github.com/godotengine/godot/pull/88065)). -- macOS: Allow `open_shell` to handle filenames without `file://` ([GH-88126](https://github.com/godotengine/godot/pull/88126)). -- Windows: Fix windows `is_path_invalid`, and apply it to directory creation ([GH-88129](https://github.com/godotengine/godot/pull/88129)). -- Fix invalid file path handling in Windows when there is dot in the file name ([GH-88144](https://github.com/godotengine/godot/pull/88144)). -- FileSystem dock: Fix opening a Linux terminal ([GH-88173](https://github.com/godotengine/godot/pull/88173)). -- Fix the fetching of images in `CF_DIB` format in `DisplayServerWindows::clipboard_get_image` ([GH-88220](https://github.com/godotengine/godot/pull/88220)). -- macOS: Fix color picker on HDR screens ([GH-88274](https://github.com/godotengine/godot/pull/88274)). -- Windows: Add support for enabling Alt+Space menu and fix borderless maximize ([GH-88329](https://github.com/godotengine/godot/pull/88329)). -- [Android 14] Fix GodotEditText white box showing during editor load ([GH-88351](https://github.com/godotengine/godot/pull/88351)). -- libdecor: Update to 0.2.2 ([GH-88374](https://github.com/godotengine/godot/pull/88374)). -- Windows: Fix reading non-BGRA8 DIBs from clipboard ([GH-88405](https://github.com/godotengine/godot/pull/88405)). -- macOS: Add null checks for `NSString stringWithUTF8String` ([GH-88694](https://github.com/godotengine/godot/pull/88694)). -- [macOS/Windows] Fix application indicator destruction ([GH-88932](https://github.com/godotengine/godot/pull/88932)). -- Windows: Implement `dialog_show` and `dialog_input_text` for `DisplayServer` ([GH-88957](https://github.com/godotengine/godot/pull/88957)). -- DisplayServer: Add error messages and descriptions to callbacks ([GH-89033](https://github.com/godotengine/godot/pull/89033)). -- Fix FileAccessUnix on OpenBSD where `UF_HIDDEN` isn't supported ([GH-89064](https://github.com/godotengine/godot/pull/89064)). -- Wayland: Fix tilt handling ([GH-89112](https://github.com/godotengine/godot/pull/89112)). -- Wayland: Properly report all used features ([GH-89178](https://github.com/godotengine/godot/pull/89178)). -- Check if DisplayServer supports icons before attempting setting it ([GH-89181](https://github.com/godotengine/godot/pull/89181)). -- Windows: Fix `FreeLibrary` not always being called in `DisplayServerWindows::dialog_show` ([GH-89192](https://github.com/godotengine/godot/pull/89192)). -- Implement pipe API for executed processes IO redirection ([GH-89206](https://github.com/godotengine/godot/pull/89206)). -- Add `PermissionsUtil#requestPermissions(...)` to provide the ability to request multiple permissions at a time ([GH-89260](https://github.com/godotengine/godot/pull/89260)). -- Wayland: Stop possible Null pointer dereferences ([GH-89307](https://github.com/godotengine/godot/pull/89307)). -- Wayland: Setup next cursor frame callback only if animated ([GH-89328](https://github.com/godotengine/godot/pull/89328)). -- Windows: Disable fallback to ANGLE logic when compiled w/o ANGLE support ([GH-89351](https://github.com/godotengine/godot/pull/89351)). -- Wayland: Workaround API limitation in screen/UI scale logic ([GH-89574](https://github.com/godotengine/godot/pull/89574)). -- iOS: Fix AirPods routing when Play and Record category is used ([GH-89594](https://github.com/godotengine/godot/pull/89594)). -- Fix platform name in the message about unsupported CPU architecture ([GH-89598](https://github.com/godotengine/godot/pull/89598)). -- Android: Fix UnsupportedOperationException remove from non-ArrayList ([GH-89703](https://github.com/godotengine/godot/pull/89703)). -- Wayland: Fix typo in input code ([GH-89707](https://github.com/godotengine/godot/pull/89707)). -- X11: Add more details to large icon size warning ([GH-89716](https://github.com/godotengine/godot/pull/89716)). -- Fix `EXIT_SUCCESS` on MacOS ([GH-89855](https://github.com/godotengine/godot/pull/89855)). -- Fix `EXIT_SUCCESS` on Android ([GH-89887](https://github.com/godotengine/godot/pull/89887)). -- DisplayServer: Add separate feature flags for different native dialog types ([GH-89907](https://github.com/godotengine/godot/pull/89907)). -- [Linux/Portal] Fix incorrect DBus connection usage ([GH-89935](https://github.com/godotengine/godot/pull/89935)). -- macOS: Fix non-global native menu shortcuts ([GH-89953](https://github.com/godotengine/godot/pull/89953)). -- Android: Prevent potential NPEs and improve nullability handling ([GH-89999](https://github.com/godotengine/godot/pull/89999)). -- Android: Improve performance of sensor readings ([GH-90000](https://github.com/godotengine/godot/pull/90000)). -- Fix issue with moving maximized window in macOS ([GH-90101](https://github.com/godotengine/godot/pull/90101)). -- Fix macOS menu bar & dock stop appearing after closing sub-window ([GH-90131](https://github.com/godotengine/godot/pull/90131)). -- Android: Extract parsing command line file to a separate class + add unit tests ([GH-90146](https://github.com/godotengine/godot/pull/90146)). -- Make sysctl calls on FreeBSD ([GH-90295](https://github.com/godotengine/godot/pull/90295)). -- Add `OS.get_process_exit_code()` method ([GH-90358](https://github.com/godotengine/godot/pull/90358)). -- FileAccess: Implement `resize` method ([GH-90403](https://github.com/godotengine/godot/pull/90403)). -- Fix the initialization order for the iOS driver ([GH-90538](https://github.com/godotengine/godot/pull/90538)). -- [Unix / DirAccess] Fix removing directory symlinks with `remove`, ensure `erase_contents_recursive` is not following directory symlinks ([GH-90562](https://github.com/godotengine/godot/pull/90562)). -- Fix leakage of JNI object references ([GH-90710](https://github.com/godotengine/godot/pull/90710)). -- macOS: Fix native file dialog with empty filter list ([GH-90783](https://github.com/godotengine/godot/pull/90783)). -- Cleanup Android file errors ([GH-91017](https://github.com/godotengine/godot/pull/91017)). -- iOS: Change default iPad landscape orientation from "left" to "right" ([GH-91052](https://github.com/godotengine/godot/pull/91052)). -- DBus: Process file dialog callback in the main event loop instead of using deferred call ([GH-91071](https://github.com/godotengine/godot/pull/91071)). -- Add symlink API support for Windows, expose symlink methods ([GH-91100](https://github.com/godotengine/godot/pull/91100)). -- Windows: Improve console IO redirection ([GH-91147](https://github.com/godotengine/godot/pull/91147)). -- Wayland: Improve compositor compatibility by allowing older globals ([GH-91196](https://github.com/godotengine/godot/pull/91196)). -- Wayland: Add support for OpenGL ES driver ([GH-91466](https://github.com/godotengine/godot/pull/91466)). -- DisplayServer: Add method to check if window transparency is supported and enabled ([GH-91505](https://github.com/godotengine/godot/pull/91505)). -- Switch to the WindowInsetsAnimationCompat api ([GH-91895](https://github.com/godotengine/godot/pull/91895)). -- X11: Fallback to root window size, when Xinerama extension is available, but return zero screens ([GH-91933](https://github.com/godotengine/godot/pull/91933)). -- Windows: Use CRLF in the terminal prints ([GH-92158](https://github.com/godotengine/godot/pull/92158)). -- Use `OS::delay_usec()` to avoid using deprecated `usleep()` on Linux ([GH-92208](https://github.com/godotengine/godot/pull/92208)). -- Properly set window class in Wayland ([GH-92252](https://github.com/godotengine/godot/pull/92252)). -- Wayland: Implement `is_window_transparency_available` ([GH-92353](https://github.com/godotengine/godot/pull/92353)). -- [macOS, X11] Fix duplicate window close requests ([GH-92458](https://github.com/godotengine/godot/pull/92458)). -- Fix -empty string- console log in web export (cosmetic) ([GH-92468](https://github.com/godotengine/godot/pull/92468)). -- Make displayed Web errors more meaningful ([GH-92553](https://github.com/godotengine/godot/pull/92553)). -- Android: Remove the limit on the number of the SignalInfo creation function parameters ([GH-92580](https://github.com/godotengine/godot/pull/92580)). -- EGL: Use `EGL_EXT_platform_base` whenever possible ([GH-92663](https://github.com/godotengine/godot/pull/92663)). -- Consolidate the ProjectManager and Editor windows into a single Android Activity class ([GH-92704](https://github.com/godotengine/godot/pull/92704)). -- Android: Fix invalid return value when multiple permission requests are dispatched ([GH-92709](https://github.com/godotengine/godot/pull/92709)). -- Improve native menu and status indicator icons conversion and checks ([GH-92826](https://github.com/godotengine/godot/pull/92826)). -- Update the Android splash screen logic ([GH-92965](https://github.com/godotengine/godot/pull/92965)). -- X11: Detect XWayland and disable screen capture support ([GH-93072](https://github.com/godotengine/godot/pull/93072)). -- Windows: Add Windows version and Wine checks for Windows 10+ dark mode API ([GH-93126](https://github.com/godotengine/godot/pull/93126)). -- Tweak warning messages related to V-Sync on OpenGL ([GH-93239](https://github.com/godotengine/godot/pull/93239)). -- Web: Fix checking for OpenGL extensions with Emscripten 3.1.51 and later ([GH-93560](https://github.com/godotengine/godot/pull/93560)). -- Prevent folder names with trailing periods from being used automatically ([GH-93564](https://github.com/godotengine/godot/pull/93564)). -- Fix text editor stealing focus from "Find in Files" dialog on X11 ([GH-93682](https://github.com/godotengine/godot/pull/93682)). -- Wayland: Minimize surface commits and limit them to the main thread ([GH-93684](https://github.com/godotengine/godot/pull/93684)). -- Windows: Restore to windowed mode using `SW_NORMAL` ([GH-93733](https://github.com/godotengine/godot/pull/93733)). -- Add `bigint` support on JS value conversion ([GH-93750](https://github.com/godotengine/godot/pull/93750)). -- Fix assignations to non-existing keys and clean-up Web audio library ([GH-93754](https://github.com/godotengine/godot/pull/93754)). -- Remove duplicate styling from editor ([GH-93902](https://github.com/godotengine/godot/pull/93902)). -- Fix preloading a zip in the web editor ([GH-93906](https://github.com/godotengine/godot/pull/93906)). -- Android: Fix crashes and ANRs reported by the Google Play Console ([GH-93933](https://github.com/godotengine/godot/pull/93933)). -- Fix caret can disappear from script editor on Windows ([GH-93976](https://github.com/godotengine/godot/pull/93976)). -- Windows: Fix build error due to missing definition of Texture2D ([GH-94067](https://github.com/godotengine/godot/pull/94067)). -- Windows: Fix reading keyboard layout names ([GH-94120](https://github.com/godotengine/godot/pull/94120)). -- Remove unused `is_wow64` method in `OS_Windows` ([GH-94187](https://github.com/godotengine/godot/pull/94187)). -- macOS: Fix drag-and-drop feedback ([GH-94232](https://github.com/godotengine/godot/pull/94232)). -- Windows: Fix wrong initial size passed to rendering driver ([GH-94398](https://github.com/godotengine/godot/pull/94398)). -- Wayland: Commit surface on window creation ([GH-94402](https://github.com/godotengine/godot/pull/94402)). -- Wayland: Check for suspended flag when unsuspending ([GH-94411](https://github.com/godotengine/godot/pull/94411)). -- Windows: Update ANGLE surface size when window is resized ([GH-94428](https://github.com/godotengine/godot/pull/94428)). -- [Android Editor] Resolve issues with the editor touchscreen settings ([GH-94468](https://github.com/godotengine/godot/pull/94468)). -- Linux/X11: Fix memory leak from created screen images ([GH-94473](https://github.com/godotengine/godot/pull/94473)). -- Wayland: Fix error spam when interacting with decorations ([GH-94557](https://github.com/godotengine/godot/pull/94557)). -- Disable FP contraction ([GH-94655](https://github.com/godotengine/godot/pull/94655)). -- Fix the cleanup logic for the Android render thread ([GH-94661](https://github.com/godotengine/godot/pull/94661)). -- Pass window exclusive and transient properties for subwindow creation ([GH-94706](https://github.com/godotengine/godot/pull/94706)). -- Fix crash that occurs on termination of the Godot engine on Android ([GH-94923](https://github.com/godotengine/godot/pull/94923)). -- Windows: Improve OpenGL/ANGLE switching on ARM64 ([GH-94943](https://github.com/godotengine/godot/pull/94943)). -- Add missing null check before disconnecting source ([GH-94958](https://github.com/godotengine/godot/pull/94958)). -- macOS: Fix `is_process_running` and `kill` for bundled apps ([GH-94978](https://github.com/godotengine/godot/pull/94978)). -- macOS: Attempt to terminate process normally before using `forceTerminate` ([GH-95191](https://github.com/godotengine/godot/pull/95191)). -- macOS: Load `OpenGL.framework` by path to avoid issues with non-Latin executable names ([GH-95235](https://github.com/godotengine/godot/pull/95235)). -- macOS: Remove kill override ([GH-95295](https://github.com/godotengine/godot/pull/95295)). -- Wayland: Avoid recreating input objects on capability change ([GH-95331](https://github.com/godotengine/godot/pull/95331)). -- macOS: Fix wrong object type in joypad queue ([GH-95425](https://github.com/godotengine/godot/pull/95425)). -- DisplayServerWindows: Fix logic when creating with transient parent ([GH-95526](https://github.com/godotengine/godot/pull/95526)). +- Windows: Use `GetFileTime` for `FileAccess` ([GH-74830](https://github.com/godotengine/godot/pull/74830)). +- OS: Add functions to determine standard I/O device type ([GH-91201](https://github.com/godotengine/godot/pull/91201)). +- Apply `WS_MINIMIZE` style on window creation ([GH-91487](https://github.com/godotengine/godot/pull/91487)). +- Improve UX when falling back between Display Servers ([GH-91780](https://github.com/godotengine/godot/pull/91780)). +- Windows: Always use absolute UNC paths and long path aware APIs, add "long path aware" flag to the application manifest ([GH-91902](https://github.com/godotengine/godot/pull/91902)). +- macOS: Change the shortcut for Align Transform with View ([GH-94026](https://github.com/godotengine/godot/pull/94026)). +- Add support for non-blocking IO mode to `OS.execute_with_pipe` ([GH-94434](https://github.com/godotengine/godot/pull/94434)). +- Android memory cleanup and optimizations ([GH-94799](https://github.com/godotengine/godot/pull/94799)). +- Combine existing modes when calling SetConsoleMode ([GH-94839](https://github.com/godotengine/godot/pull/94839)). +- Windows: Improve video driver error messages ([GH-94971](https://github.com/godotengine/godot/pull/94971)). +- Update the Android `fileLastModified` method to return values in seconds instead of milliseconds ([GH-95586](https://github.com/godotengine/godot/pull/95586)). +- [Android Editor] Add support for launching the Play window in PiP mode ([GH-95700](https://github.com/godotengine/godot/pull/95700)). +- Enable fallback from ANGLE to native and improve ANGLE error messages ([GH-95934](https://github.com/godotengine/godot/pull/95934)). +- Wayland: Use `wayland-egl-core.h` instead of `wayland-egl.h` ([GH-96010](https://github.com/godotengine/godot/pull/96010)). +- NoiseTexture2D/3D: Don't use a thread to regenerate when the build doesn't support threads ([GH-96099](https://github.com/godotengine/godot/pull/96099)). +- macOS: Change breakpoint shortcuts to avoid conflicts ([GH-96179](https://github.com/godotengine/godot/pull/96179)). +- Android: Fix `JavaClassWrapper` so it actually works ([GH-96182](https://github.com/godotengine/godot/pull/96182)). +- Linux: Fix "all files" filter in the native file dialog ([GH-96203](https://github.com/godotengine/godot/pull/96203)). +- Linux: Make file filters case insensitive ([GH-96204](https://github.com/godotengine/godot/pull/96204)). +- Restore fullscreen toggle menu for the Android editor and clean up the immersive mode logic ([GH-96208](https://github.com/godotengine/godot/pull/96208)). +- Windows: Fix `OS.open_dynamic_library` ([GH-96235](https://github.com/godotengine/godot/pull/96235)). +- Windows: Fix handling `X:` paths ([GH-96283](https://github.com/godotengine/godot/pull/96283)). +- Add `JavaScriptBridge` buffer methods ([GH-96286](https://github.com/godotengine/godot/pull/96286)). +- Unix: Don't create world-writable files when safe save is enabled ([GH-96399](https://github.com/godotengine/godot/pull/96399)). +- Windows: Use the same API for all `OS_Windows::*_environment` functions ([GH-96526](https://github.com/godotengine/godot/pull/96526)). +- Fix renaming directory symlinks on Linux ([GH-96639](https://github.com/godotengine/godot/pull/96639)). +- Wayland: Make primary selection logic consistent with main clipboard ([GH-96714](https://github.com/godotengine/godot/pull/96714)). +- Windows: Only use long executable path when necessary, fix broken apksigner detection ([GH-96777](https://github.com/godotengine/godot/pull/96777)). +- Wayland: Clear button mask on pointer leave ([GH-96811](https://github.com/godotengine/godot/pull/96811)). +- Windows: Remove `_wstat` use in `FileAccessWindows::open_internal` ([GH-96840](https://github.com/godotengine/godot/pull/96840)). +- macOS: Fix dynamic library lookup for system libraries ([GH-96970](https://github.com/godotengine/godot/pull/96970)). +- Wayland: Simplify cursor code and fix custom cursors ([GH-96973](https://github.com/godotengine/godot/pull/96973)). +- Remove debug print from Android `DisplayServer.screen_get_scale` implementation ([GH-97063](https://github.com/godotengine/godot/pull/97063)). +- Remove verbose prints from CameraServer on Linux due to being printed every second ([GH-97469](https://github.com/godotengine/godot/pull/97469)). +- Wayland: Unsuspend only for the same reason as suspension ([GH-97480](https://github.com/godotengine/godot/pull/97480)). +- Fix error message on startup when camera is busy ([GH-97589](https://github.com/godotengine/godot/pull/97589)). +- Fix web export infinite reload issue ([GH-97645](https://github.com/godotengine/godot/pull/97645)). +- macOS: Fix menu crash when used from opened native dialog ([GH-97678](https://github.com/godotengine/godot/pull/97678)). +- [Linux/BSD] Fix cross-device rename ([GH-97719](https://github.com/godotengine/godot/pull/97719)). +- DisplayServer: Implement `has_hardware_keyboard` method for Android and iOS ([GH-97743](https://github.com/godotengine/godot/pull/97743)). +- Web: Fix PWA callback assignment causing crash in sandboxed iframes ([GH-98069](https://github.com/godotengine/godot/pull/98069)). +- Fix wrong Wayland path if building with opengl3=no ([GH-98127](https://github.com/godotengine/godot/pull/98127)). +- Android: Implement native file picker support ([GH-98350](https://github.com/godotengine/godot/pull/98350)). +- Add temp utilities (alias `OS::get_temp_dir()`, `FileAccess::create_temp()`, and `DirAccess::create_temp()`) ([GH-98397](https://github.com/godotengine/godot/pull/98397)). +- Fix GodotFetch glue code for null response bodies ([GH-98431](https://github.com/godotengine/godot/pull/98431)). +- Android: Implement native input dialog support ([GH-98574](https://github.com/godotengine/godot/pull/98574)). +- Remove button number limit from Windows `dialog_show()` implementation ([GH-98582](https://github.com/godotengine/godot/pull/98582)). +- Android: Add various media permissions ([GH-98604](https://github.com/godotengine/godot/pull/98604)). +- Windows: Fix restoring fullscreen window ([GH-98631](https://github.com/godotengine/godot/pull/98631)). +- macOS: Handle bundles as files in the embedded file dialogs ([GH-98812](https://github.com/godotengine/godot/pull/98812)). +- Android: Fix immersive mode issue ([GH-98917](https://github.com/godotengine/godot/pull/98917)). +- Raise the number of file handles on Windows ([GH-98921](https://github.com/godotengine/godot/pull/98921)). +- Warn on filesystem case mismatch ([GH-98927](https://github.com/godotengine/godot/pull/98927)). +- Web: Fix issue where focus timer would throw continuously ([GH-98931](https://github.com/godotengine/godot/pull/98931)). +- Web: Remove warnings when setting vsync mode and screen keep on ([GH-98934](https://github.com/godotengine/godot/pull/98934)). +- Metal: Use `afterMinimumDuration` to correct frame pacing ([GH-99041](https://github.com/godotengine/godot/pull/99041)). +- Windows: Avoid child processes inheriting all file handles ([GH-99107](https://github.com/godotengine/godot/pull/99107)). +- Implement `get_model_name` on macOS and Windows ([GH-99112](https://github.com/godotengine/godot/pull/99112)). +- Support MIME types in file dialog filters on macOS and Linux ([GH-99350](https://github.com/godotengine/godot/pull/99350)). +- Implement `DisplayServer.beep` ([GH-99371](https://github.com/godotengine/godot/pull/99371)). +- Wayland: Only set selection when there is not already a source ([GH-99372](https://github.com/godotengine/godot/pull/99372)). +- Implement extension support for native file dialog on Android ([GH-99385](https://github.com/godotengine/godot/pull/99385)). +- Disable Nahimic code injection ([GH-99388](https://github.com/godotengine/godot/pull/99388)). +- Additional fixes and improvements to JavaClassWrapper ([GH-99492](https://github.com/godotengine/godot/pull/99492)). +- Windows: Fix TTS events arriving out of order ([GH-99525](https://github.com/godotengine/godot/pull/99525)). +- Change file dialog all files filter name from `All Files (*)` to `All Files (*.*)` ([GH-99644](https://github.com/godotengine/godot/pull/99644)). +- Windows: Fix root and current folder in native file dialog ([GH-99652](https://github.com/godotengine/godot/pull/99652)). +- Fix root window size bug on `Android` ([GH-99669](https://github.com/godotengine/godot/pull/99669)). +- Android: `OS.create_instance()` should return `-1` on failure ([GH-99694](https://github.com/godotengine/godot/pull/99694)). +- Windows: Improve frame pacing by busy waiting as needed ([GH-99833](https://github.com/godotengine/godot/pull/99833)). +- Add missing getter for sharp window corners ([GH-99879](https://github.com/godotengine/godot/pull/99879)). +- Web: Implement dummy IP and NetSocket ([GH-99963](https://github.com/godotengine/godot/pull/99963)). +- Wayland: Add support for xdg-foreign-unstable-v2 ([GH-99965](https://github.com/godotengine/godot/pull/99965)). +- Fix Inspector tooltips blinking on Windows ([GH-99988](https://github.com/godotengine/godot/pull/99988)). +- Web: Fix `DirAccess::unlink()` not updating the IDBFS ([GH-100221](https://github.com/godotengine/godot/pull/100221)). +- macOS: Print full source paths in the trace ([GH-100266](https://github.com/godotengine/godot/pull/100266)). +- Windows: Fix loading debug symbol files over 2GB ([GH-100281](https://github.com/godotengine/godot/pull/100281)). +- Add `OS.get_version_alias()` to return a human-readable Windows/macOS version number ([GH-100372](https://github.com/godotengine/godot/pull/100372)). +- Add support for thread naming on windows platform ([GH-100400](https://github.com/godotengine/godot/pull/100400)). +- Implement `window_start_drag` on Windows and Linux ([GH-100464](https://github.com/godotengine/godot/pull/100464)). +- Fix (some of the) 3.1.73 emscripten Closure compiler issues ([GH-100482](https://github.com/godotengine/godot/pull/100482)). +- Implement `DisplayServer.window_start_resize` ([GH-100532](https://github.com/godotengine/godot/pull/100532)). +- Camera: Skip non platform-specifc `CameraFeed` types in Linux/macOS driver ([GH-100540](https://github.com/godotengine/godot/pull/100540)). +- Add option to disable `Swipe to Dismiss` for Wear OS ([GH-100601](https://github.com/godotengine/godot/pull/100601)). +- Fix exclusive fullscreen on Wayland ([GH-100898](https://github.com/godotengine/godot/pull/100898)). +- Windows: Implement native menu close callback ([GH-100987](https://github.com/godotengine/godot/pull/100987)). +- Windows: Fix StatusIndicator crash with empty tooltip (and few other similar unsafe `ptr()` uses) ([GH-101015](https://github.com/godotengine/godot/pull/101015)). +- Fix `create_instance` in Android GodotApp so non-editor apps can restart ([GH-101050](https://github.com/godotengine/godot/pull/101050)). +- Fix embedding failing intermittently ([GH-101135](https://github.com/godotengine/godot/pull/101135)). +- Use `GetFileAttributesW` for checking file existence on Windows ([GH-101431](https://github.com/godotengine/godot/pull/101431)). +- DisplayServer: Add missing `FEATURE_WINDOW_DRAG` flag to Windows, X11 and Wayland display servers ([GH-101538](https://github.com/godotengine/godot/pull/101538)). +- Fix Wayland `window_can_set_mode` ExclusiveFullScreen ([GH-101566](https://github.com/godotengine/godot/pull/101566)). +- Windows: Make native dialogs non-cancelable and stay on top of parent ([GH-101697](https://github.com/godotengine/godot/pull/101697)). +- Wayland: Check selection devices before using them ([GH-101779](https://github.com/godotengine/godot/pull/101779)). +- [FreeDesktop portal] Check for `FileChooser` and `Settings` interface availability instead of assuming it's always available ([GH-101812](https://github.com/godotengine/godot/pull/101812)). +- Wayland: Release pressed events on application focus out ([GH-101819](https://github.com/godotengine/godot/pull/101819)). +- Wayland: Check custom cursor resource reference for cache invalidation ([GH-101987](https://github.com/godotengine/godot/pull/101987)). +- Windows: Normalize slashes in return of `OS.get_temp_dir()` ([GH-102067](https://github.com/godotengine/godot/pull/102067)). +- Windows: Remove unused code from `godot_windows.cpp` ([GH-102134](https://github.com/godotengine/godot/pull/102134)). +- Fix Floating Window not visible after restore on KDE ([GH-102311](https://github.com/godotengine/godot/pull/102311)). +- Implement `get_length()` for pipes ([GH-102365](https://github.com/godotengine/godot/pull/102365)). +- Add `XK_KP_{Decimal,Enter}` to `KeyMappingX11::is_sym_numpad()` ([GH-102448](https://github.com/godotengine/godot/pull/102448)). +- Add support for embedding game process in the Android Editor ([GH-102492](https://github.com/godotengine/godot/pull/102492)). +- JavaClassWrapper: Give additional error when trying to call non-static method directly on the class ([GH-102494](https://github.com/godotengine/godot/pull/102494)). +- Unix: Fix deleting symlinks ([GH-102545](https://github.com/godotengine/godot/pull/102545)). +- iOS: Sync the boot splash and the launch screen image scale modes ([GH-102668](https://github.com/godotengine/godot/pull/102668)). +- Revert finalizing `GodotHost#getCommandLine()` public API ([GH-102669](https://github.com/godotengine/godot/pull/102669)). +- Wayland: Fix engine stalls while waiting frames ([GH-102674](https://github.com/godotengine/godot/pull/102674)). +- Fix Game and editor freeze when clicking on the game's title bar ([GH-102744](https://github.com/godotengine/godot/pull/102744)). +- Windows: Read Wacom config to check if Windows Ink is disabled and auto switch to WinTab ([GH-102801](https://github.com/godotengine/godot/pull/102801)). +- Windows: Add missing opened file check ([GH-102803](https://github.com/godotengine/godot/pull/102803)). +- Windows: Fix missing argument in non-console logger call ([GH-102827](https://github.com/godotengine/godot/pull/102827)). +- JavaClassWrapper: Allow handling exceptions (rather than just crashing) ([GH-102862](https://github.com/godotengine/godot/pull/102862)). +- Window: Fix flashing subwindows ([GH-102983](https://github.com/godotengine/godot/pull/102983)). +- Fix Embedded Game startup location on Windows ([GH-103021](https://github.com/godotengine/godot/pull/103021)). +- Fix Embedded Game does not focus when mouse over on Windows ([GH-103052](https://github.com/godotengine/godot/pull/103052)). +- Android Editor: Fix expand button black bar issue ([GH-103117](https://github.com/godotengine/godot/pull/103117)). +- Android: Fix excessive `getRotation` calls ([GH-103122](https://github.com/godotengine/godot/pull/103122)). #### Rendering -- Add `texel_scale` property to LightmapGI ([GH-64908](https://github.com/godotengine/godot/pull/64908)). -- Add Direct3D 12 rendering driver (Mesa NIR approach) ([GH-70315](https://github.com/godotengine/godot/pull/70315)). -- Make the rendering method dropdown also affect mobile if compatible ([GH-72461](https://github.com/godotengine/godot/pull/72461)). -- Fix shadows for billboarded Sprite3D's ([GH-72638](https://github.com/godotengine/godot/pull/72638)). -- Add option to bake a mesh from blend shape mix ([GH-76725](https://github.com/godotengine/godot/pull/76725)). -- Update Y-sort position of the first item in the sorted subtree ([GH-79452](https://github.com/godotengine/godot/pull/79452)). -- Implement hooks into renderer ([GH-80214](https://github.com/godotengine/godot/pull/80214)). -- Improve warning messages related to Vulkan pipeline cache ([GH-80232](https://github.com/godotengine/godot/pull/80232)). -- OpenGL: Implement 3D Texture support ([GH-80363](https://github.com/godotengine/godot/pull/80363)). -- Fix potential integer underflow in rounded up divisions ([GH-80390](https://github.com/godotengine/godot/pull/80390)). -- Improve split blending logic for Vulkan ([GH-82668](https://github.com/godotengine/godot/pull/82668)). -- Add thread guard for `force_draw` and update related documentation ([GH-82953](https://github.com/godotengine/godot/pull/82953)). -- Split `RenderingDevice` into API-agnostic and `RenderingDeviceDriver` parts ([GH-83452](https://github.com/godotengine/godot/pull/83452)). -- Fix buffer updates going to the wrong cmd buffer if barriers were 0 ([GH-83736](https://github.com/godotengine/godot/pull/83736)). -- Expose `energy_multiplier` to remaining SkyMaterials ([GH-83938](https://github.com/godotengine/godot/pull/83938)). -- Add 3D MSAA and scaling support to GLES3 ([GH-83976](https://github.com/godotengine/godot/pull/83976)). -- Merge passes in Vulkan mobile renderer ([GH-84169](https://github.com/godotengine/godot/pull/84169)). -- Fix bad parameter for `rendering_method` crashes Godot ([GH-84241](https://github.com/godotengine/godot/pull/84241)). -- Skip swapchain logic if there is nothing to present (Android OpenXR) ([GH-84244](https://github.com/godotengine/godot/pull/84244)). -- Add `shadows_disabled` macro in Compatibility renderer ([GH-84416](https://github.com/godotengine/godot/pull/84416)). -- Transform mesh's AABB to skeleton's space when calculating mesh's bounds ([GH-84451](https://github.com/godotengine/godot/pull/84451)). -- Fix Camera2D frame delay (port from 3.x) ([GH-84465](https://github.com/godotengine/godot/pull/84465)). -- Extend `CanvasItem::draw_circle()`, making it also draw unfilled circle ([GH-84472](https://github.com/godotengine/godot/pull/84472)). -- CanvasItem draw implement antialiasing for `circle`, `rect`, `multiline`, and `dashedline` ([GH-84523](https://github.com/godotengine/godot/pull/84523)). -- Use render pass uniform set to store viewport samplers ([GH-84637](https://github.com/godotengine/godot/pull/84637)). -- Add MSAA support for WebXR ([GH-84686](https://github.com/godotengine/godot/pull/84686)). -- Only copy the relevant portion of the screen when copying to backbuffer in Compatibility backend ([GH-84733](https://github.com/godotengine/godot/pull/84733)). -- Shadow volume culling and tighter shadow caster culling ([GH-84745](https://github.com/godotengine/godot/pull/84745)). -- Add optional depth fog to Environment ([GH-84792](https://github.com/godotengine/godot/pull/84792)). -- Vulkan: Fix incorrect access to the buffers on Android ([GH-84852](https://github.com/godotengine/godot/pull/84852)). -- Store ArrayMesh path in RenderingServer for use in error messages ([GH-84894](https://github.com/godotengine/godot/pull/84894)). -- Acyclic Command Graph for Rendering Device ([GH-84976](https://github.com/godotengine/godot/pull/84976)). -- Use vertex input mask for creating vertex arrays ([GH-85092](https://github.com/godotengine/godot/pull/85092)). -- OpenGL: Implement rendering of lightmaps ([GH-85120](https://github.com/godotengine/godot/pull/85120)). -- Remove GI methods in parentheses from light baking options ([GH-85219](https://github.com/godotengine/godot/pull/85219)). -- Fix typo in BaseMaterial3D conversion from 3.x SpatialMaterial ([GH-85269](https://github.com/godotengine/godot/pull/85269)). -- Force ANGLE on all pre GCN 4th gen. AMD/ATI GPUs ([GH-85273](https://github.com/godotengine/godot/pull/85273)). -- Add property change guards to Sprite2D, Sprite3D and AnimatedSprite2D ([GH-85311](https://github.com/godotengine/godot/pull/85311)). -- Fix invalid `frame` index when Sprite2D's `hframes` or `vframes` change ([GH-85317](https://github.com/godotengine/godot/pull/85317)). -- Use render method from OS instead of project settings in compositor RD ([GH-85387](https://github.com/godotengine/godot/pull/85387)). -- Avoid crashes when engine leaks canvas items and friends ([GH-85520](https://github.com/godotengine/godot/pull/85520)). -- Apply some low-hanging fruit optimizations to Vulkan RD ([GH-85532](https://github.com/godotengine/godot/pull/85532)). -- Add premult alpha blending to 3D (spatial) shaders ([GH-85609](https://github.com/godotengine/godot/pull/85609)). -- Add wireframe for compatibility mode ([GH-85621](https://github.com/godotengine/godot/pull/85621)). -- Set ReflectionProbe frame before mapping id in mobile renderer ([GH-85635](https://github.com/godotengine/godot/pull/85635)). -- Add a descriptive error message when creating a mesh surface from the wrong array type ([GH-85646](https://github.com/godotengine/godot/pull/85646)). -- GLES3: Skip batches with zero instance count while rendering canvas ([GH-85778](https://github.com/godotengine/godot/pull/85778)). -- macOS: Switch ANGLE backend to ANGLE over OpenGL, switch default compatibility renderer back to native ([GH-85785](https://github.com/godotengine/godot/pull/85785)). -- Expose `copy_effects` compute shader in Mobile backend ([GH-85793](https://github.com/godotengine/godot/pull/85793)). -- Implement render info counters for the 2D renderer ([GH-85811](https://github.com/godotengine/godot/pull/85811)). -- Fix CanvasOcclusionShaderRD format error with double precision build ([GH-85822](https://github.com/godotengine/godot/pull/85822)). -- Ensure that 2D meshes use a proper input mask ([GH-85972](https://github.com/godotengine/godot/pull/85972)). -- Windows: Always use ANGLE in ARM builds ([GH-86001](https://github.com/godotengine/godot/pull/86001)). -- Fix radiance for sky in GLES stereo rendering ([GH-86018](https://github.com/godotengine/godot/pull/86018)). -- Fix Volumetric Fog VoxelGI updates ([GH-86023](https://github.com/godotengine/godot/pull/86023)). -- Remove dead code from `DisplayServerWindows::window_set_size` ([GH-86029](https://github.com/godotengine/godot/pull/86029)). -- Add a reflection mask to the reflection probes ([GH-86073](https://github.com/godotengine/godot/pull/86073)). -- Jitter raster occlusion camera to reduce false positives ([GH-86121](https://github.com/godotengine/godot/pull/86121)). -- Reduce the number of samplers used by the scene shaders ([GH-86219](https://github.com/godotengine/godot/pull/86219)). -- Use best fit normals for storing screen space normals ([GH-86316](https://github.com/godotengine/godot/pull/86316)). -- Fix wrong error message when graphics pipeline creation fails ([GH-86405](https://github.com/godotengine/godot/pull/86405)). -- Add `RD_ENABLED` when `VULKAN_ENABLED` or `D3D12_ENABLED` is added ([GH-86435](https://github.com/godotengine/godot/pull/86435)). -- Fix MSVC 14.1 complaining about "attempting to reference a deleted function" in RenderPassClearValue ([GH-86507](https://github.com/godotengine/godot/pull/86507)). -- Fix incorrect `CAMERA_DIRECTION_WORLD` calculation ([GH-86516](https://github.com/godotengine/godot/pull/86516)). -- RenderingDevice: Fix uniform sets wrongly assumed to be bound ([GH-86522](https://github.com/godotengine/godot/pull/86522)). -- D3D12: Dynamically load Agility SDK ([GH-86551](https://github.com/godotengine/godot/pull/86551)). -- Fix LightmapperRD division warning in MSVC ([GH-86555](https://github.com/godotengine/godot/pull/86555)). -- Fix Polygon2D to Skeleton2D transform calculation ([GH-86557](https://github.com/godotengine/godot/pull/86557)). -- Support CUSTOM shader attributes in 2D ([GH-86564](https://github.com/godotengine/godot/pull/86564)). -- Tiny fix for lightmapper DDA ([GH-86583](https://github.com/godotengine/godot/pull/86583)). -- Implement overdraw, lighting, and unshaded debug draw modes for OpenGL ([GH-86677](https://github.com/godotengine/godot/pull/86677)). -- Add autocompletion for RenderingServer's global shader methods & `has_os_feature` ([GH-86798](https://github.com/godotengine/godot/pull/86798)). -- Fix global transform being wrong on entering tree ([GH-86841](https://github.com/godotengine/godot/pull/86841)). -- Avoid several null-dereferences of ApiContextRD ([GH-86843](https://github.com/godotengine/godot/pull/86843)). -- Fix usage of index offsets in RenderingDevice ([GH-86852](https://github.com/godotengine/godot/pull/86852)). -- Fix determination of copyable layout for compressed textures in Vulkan ([GH-86855](https://github.com/godotengine/godot/pull/86855)). -- Fix build warning with memset value being too large ([GH-86920](https://github.com/godotengine/godot/pull/86920)). -- Fix SSR not working properly in stereo ([GH-86996](https://github.com/godotengine/godot/pull/86996)). -- Windows: Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist ([GH-87013](https://github.com/godotengine/godot/pull/87013)). -- Fix incorrect mapping of initial action as clear region continue to clear ([GH-87022](https://github.com/godotengine/godot/pull/87022)). -- Deprecate RenderingServer's `has_feature` and Features enum ([GH-87035](https://github.com/godotengine/godot/pull/87035)). -- Default to 32-bit depth map on Forward+ renderer and 24-bit only on Mobile renderer ([GH-87057](https://github.com/godotengine/godot/pull/87057)). -- Fix UV issues in Compatibility renderer ([GH-87067](https://github.com/godotengine/godot/pull/87067)). -- Add `shader_cache_dir_valid` check to `_save_to_cache` ([GH-87096](https://github.com/godotengine/godot/pull/87096)). -- Fix build warning with memset value being too large ([GH-87155](https://github.com/godotengine/godot/pull/87155)). -- Fix 2D normals for transposed texture ([GH-87225](https://github.com/godotengine/godot/pull/87225)). -- Stabilize snapping 2D transforms to pixel ([GH-87297](https://github.com/godotengine/godot/pull/87297)). -- D3D12 RDD: Fix wrong argument when resolving timestamp queries ([GH-87298](https://github.com/godotengine/godot/pull/87298)). -- Finish splitting functionality of the `RenderingDevice` backends into `RenderingDeviceDriver` ([GH-87340](https://github.com/godotengine/godot/pull/87340)). -- Fix memory leak from not clearing the buffer barrier vector properly on the render graph ([GH-87349](https://github.com/godotengine/godot/pull/87349)). -- Fix Compatibility Rendering (GLES3) on old and low budget devices ([GH-87352](https://github.com/godotengine/godot/pull/87352)). -- Implement glow/bloom on compatibility renderer ([GH-87360](https://github.com/godotengine/godot/pull/87360)). -- Add GLES3 infrastructure for lightmap baking in the compatibility backend ([GH-87386](https://github.com/godotengine/godot/pull/87386)). -- Add `ivec` variants to `multiview_uv` for stereo rendering ([GH-87460](https://github.com/godotengine/godot/pull/87460)). -- OpenXR: Cleanup swapchain logic (was Fix render target multiplier) ([GH-87466](https://github.com/godotengine/godot/pull/87466)). -- Direct3D 12: Let NIR runtime data and push constants use the same register scheme as bindings ([GH-87482](https://github.com/godotengine/godot/pull/87482)). -- Disable scissor test after rendering batches in compatibility renderer ([GH-87489](https://github.com/godotengine/godot/pull/87489)). -- Clean up outdated `USE_LIGHT_SHADER_CODE` usage ([GH-87495](https://github.com/godotengine/godot/pull/87495)). -- Fix framebuffer created for reflection probe in mobile renderer ([GH-87505](https://github.com/godotengine/godot/pull/87505)). -- Fix validation errors by improving stage and slice tracking behavior of RenderingDeviceGraph ([GH-87512](https://github.com/godotengine/godot/pull/87512)). -- Avoid saving the `texture_rd_rid` property of TextureRD resources ([GH-87541](https://github.com/godotengine/godot/pull/87541)). -- Significantly improve the speed of shader compilation in compatibility backend ([GH-87553](https://github.com/godotengine/godot/pull/87553)). -- Direct3D 12: Make format feature check more defensive ([GH-87570](https://github.com/godotengine/godot/pull/87570)). -- Direct3D 12: Fix and enable custom debug printing ([GH-87572](https://github.com/godotengine/godot/pull/87572)). -- Direct3D 12: Include in CODEOWNERS ([GH-87574](https://github.com/godotengine/godot/pull/87574)). -- Do not use a linear sampler on lightmapper when retrieving grid data ([GH-87618](https://github.com/godotengine/godot/pull/87618)). -- Direct3D 12: Query support for 16-bit operations ([GH-87670](https://github.com/godotengine/godot/pull/87670)). -- Add check in `CompressedTextureLayered::get_layer_data` to prevent crash ([GH-87694](https://github.com/godotengine/godot/pull/87694)). -- Free dummy renderer objects ([GH-87710](https://github.com/godotengine/godot/pull/87710)). -- Enforce calling RenderingDevice code from rendering thread in TextureRD classes ([GH-87721](https://github.com/godotengine/godot/pull/87721)). -- Do not reflect the origin lines in a mirror ([GH-87757](https://github.com/godotengine/godot/pull/87757)). -- Direct3D 12: Avoid terrible leak related to command allocators ([GH-87795](https://github.com/godotengine/godot/pull/87795)). -- Namespace shader cache files by graphics API ([GH-87796](https://github.com/godotengine/godot/pull/87796)). -- Direct3D 12: Enhance management of texture data life cycle ([GH-87872](https://github.com/godotengine/godot/pull/87872)). -- Direct 3D 12: Implement proper fallback for format casting ([GH-88027](https://github.com/godotengine/godot/pull/88027)). -- Add reflection probe support to compatibility renderer ([GH-88056](https://github.com/godotengine/godot/pull/88056)). -- Fix missing instance type in dummy renderer ([GH-88097](https://github.com/godotengine/godot/pull/88097)). -- Make `RID_Owner` threadsafe in `TextureStorage` for GLES3 ([GH-88205](https://github.com/godotengine/godot/pull/88205)). -- Direct3D 12: Fix cubemap slicing ([GH-88252](https://github.com/godotengine/godot/pull/88252)). -- D3D12: Improve shader validation handling ([GH-88254](https://github.com/godotengine/godot/pull/88254)). -- Fix swap chain errors when application starts minimized ([GH-88289](https://github.com/godotengine/godot/pull/88289)). -- Disable ReShade in the editor and project manager (if run via Vulkan) ([GH-88316](https://github.com/godotengine/godot/pull/88316)). -- Use Reverse Z for the depth buffer ([GH-88328](https://github.com/godotengine/godot/pull/88328)). -- Add validation to render graph for draw and compute lists ([GH-88331](https://github.com/godotengine/godot/pull/88331)). -- Handle `VK_SUBOPTIMAL_KHR` as a valid error code to fix Android performance ([GH-88361](https://github.com/godotengine/godot/pull/88361)). -- Fix unshaded debug draw mode for LightmapGI ([GH-88384](https://github.com/godotengine/godot/pull/88384)). -- Allow VisibleOnScreenNotifier2D/3D to have empty `enable_node_path` ([GH-88403](https://github.com/godotengine/godot/pull/88403)). -- Make dummy rendering server appear as a high end platform to fix vulkan shader compile error when exporting ([GH-88409](https://github.com/godotengine/godot/pull/88409)). -- Fix reversed custom `AABB` check when recalculating multimesh `AABB`s ([GH-88506](https://github.com/godotengine/godot/pull/88506)). -- D3D12: Define GUIDs directly ([GH-88540](https://github.com/godotengine/godot/pull/88540)). -- Merge execute and present commands for RenderingDeviceDriver ([GH-88560](https://github.com/godotengine/godot/pull/88560)). -- Fix shader cache with transform feedback on some Android devices ([GH-88573](https://github.com/godotengine/godot/pull/88573)). -- Fail early if shader mode is invalid in dummy renderer ([GH-88581](https://github.com/godotengine/godot/pull/88581)). -- Remove unnecessary AABB initialization for CPUParticles ([GH-88602](https://github.com/godotengine/godot/pull/88602)). -- Change glow calculation back to `max(r,g,b)` ([GH-88612](https://github.com/godotengine/godot/pull/88612)). -- Remove tracking logic for input attachments as it's not necessary ([GH-88631](https://github.com/godotengine/godot/pull/88631)). -- Fix OpenGL on Android after adding optional depth fog ([GH-88633](https://github.com/godotengine/godot/pull/88633)). -- Use barriers between all blur passes with SSAO and SSIL ([GH-88649](https://github.com/godotengine/godot/pull/88649)). -- Implement VisibilityNotifier3D in the compatibility backend ([GH-88684](https://github.com/godotengine/godot/pull/88684)). -- Consistently use `system_fbo` instead of binding 0 as it is needed for iOS devices ([GH-88745](https://github.com/godotengine/godot/pull/88745)). -- Fix rendering issue with depth in WebXR ([GH-88787](https://github.com/godotengine/godot/pull/88787)). -- Add fix for TAA passes rendering black meshes on XR ([GH-88830](https://github.com/godotengine/godot/pull/88830)). -- Add `compositor_free` branch in Compatibility scene renderer free function ([GH-88873](https://github.com/godotengine/godot/pull/88873)). -- Ensure proper vertex input masks are used in 2D compatibility renderer ([GH-88938](https://github.com/godotengine/godot/pull/88938)). -- Direct3D 12: Fix shader model support check for devices not aware of the highest ones ([GH-89038](https://github.com/godotengine/godot/pull/89038)). -- Fix never ending loop with overlapping probes ([GH-89134](https://github.com/godotengine/godot/pull/89134)). -- Vulkan: Don't warn about invalid pipelines cache if missing ([GH-89180](https://github.com/godotengine/godot/pull/89180)). -- Make shader binary alignment handling simpler and more robust ([GH-89209](https://github.com/godotengine/godot/pull/89209)). -- Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals ([GH-89253](https://github.com/godotengine/godot/pull/89253)). -- Make `ShaderDescription` and related types public ([GH-89277](https://github.com/godotengine/godot/pull/89277)). -- Fix lightmap captures not applied in one octant ([GH-89281](https://github.com/godotengine/godot/pull/89281)). -- Increase coverage of timestamps for visual profiler ([GH-89398](https://github.com/godotengine/godot/pull/89398)). -- Ensure specialization constants come sorted from reflection ([GH-89420](https://github.com/godotengine/godot/pull/89420)). -- Set a minimum of 0.01 for proximity fade to avoid undefined behavior in shader ([GH-89432](https://github.com/godotengine/godot/pull/89432)). -- Fix missed light clusters when inside clipped lights ([GH-89450](https://github.com/godotengine/godot/pull/89450)). -- Fix shader compilation error when enabling texture MSDF and UV1 Triplanar at the same time ([GH-89470](https://github.com/godotengine/godot/pull/89470)). -- Expose bindings to compute dispatch indirect of rendering device ([GH-89491](https://github.com/godotengine/godot/pull/89491)). -- Allow BaseMaterial3D height/dither fade to work with Compatibility rendering ([GH-89528](https://github.com/godotengine/godot/pull/89528)). -- Fix mobile renderer RID leaks ([GH-89531](https://github.com/godotengine/godot/pull/89531)). -- Tighter shadow culling - fix light colinear to frustum edge ([GH-89714](https://github.com/godotengine/godot/pull/89714)). -- Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance ([GH-89729](https://github.com/godotengine/godot/pull/89729)). -- OpenXR: Change timing of xrWaitFrame and fix XR multithreading issues ([GH-89734](https://github.com/godotengine/godot/pull/89734)). -- Add missing `RenderInfoType` enum to `Viewport` ([GH-89805](https://github.com/godotengine/godot/pull/89805)). -- Fix decal modulate being passed as srgb instead of as linear color ([GH-89849](https://github.com/godotengine/godot/pull/89849)). -- Add support for OpenXR composition layers ([GH-89880](https://github.com/godotengine/godot/pull/89880)). -- Improvements to VRS/Foveated rendering ([GH-89894](https://github.com/godotengine/godot/pull/89894)). -- TileMap: Fix forcing cleanup on exiting tree/canvas ([GH-89975](https://github.com/godotengine/godot/pull/89975)). -- Fix `RenderingDevice::get_driver_resource` crash or incorrect result with certain resources ([GH-90011](https://github.com/godotengine/godot/pull/90011)). -- Add early return when setting `transparent_bg` ([GH-90055](https://github.com/godotengine/godot/pull/90055)). -- Expose `MeshInstance3D.get_skin_reference` and add docs ([GH-90056](https://github.com/godotengine/godot/pull/90056)). -- Don't use subpasses when we're using Canvas background mode in Mobile ([GH-90191](https://github.com/godotengine/godot/pull/90191)). -- Allow Decal Emission Energy values above 128 in the inspector ([GH-90217](https://github.com/godotengine/godot/pull/90217)). -- Fix OpenGL `_shadow_atlas_find_shadow` error when light instance is freed ([GH-90233](https://github.com/godotengine/godot/pull/90233)). -- Fix per-node physics interpolation setting ([GH-90246](https://github.com/godotengine/godot/pull/90246)). -- Add toggle for enabling or disabling RenderingDevice's pipeline cache ([GH-90271](https://github.com/godotengine/godot/pull/90271)). -- Fix sharing World2D between SubViewports causes 2D lights of one SubViewport to go missing ([GH-90282](https://github.com/godotengine/godot/pull/90282)). -- Avoid compiler error with RenderingContextDriverVulkanWindows ([GH-90326](https://github.com/godotengine/godot/pull/90326)). -- OpenXR: Apply fix for reverse Z ([GH-90416](https://github.com/godotengine/godot/pull/90416)). -- Fix GeometryInstance3D Custom AABB assignment in the editor not working ([GH-90440](https://github.com/godotengine/godot/pull/90440)). -- Clear RIDs of weight buffers when freeing to avoid double free ([GH-90458](https://github.com/godotengine/godot/pull/90458)). -- Fix incorrect bounds check in RenderingDevice push constant ([GH-90620](https://github.com/godotengine/godot/pull/90620)). -- Delaunay3D/LightmapGI: Improve triangulation ([GH-90701](https://github.com/godotengine/godot/pull/90701)). -- LightmapGI: Reduce warnings and increase probe accuracy ([GH-90702](https://github.com/godotengine/godot/pull/90702)). -- Fix `Line2D` joints with `joint_mode` set to Round rendered "flipped" for a 180 degree angle ([GH-90786](https://github.com/godotengine/godot/pull/90786)). -- Use a src rect for copying from screen with CanvasGroup in the mobile backend ([GH-90821](https://github.com/godotengine/godot/pull/90821)). -- Revert change to default depth clear value in `draw_list_begin()` ([GH-90828](https://github.com/godotengine/godot/pull/90828)). -- LightmapGI: Fix seam blending with directional lightmaps ([GH-90848](https://github.com/godotengine/godot/pull/90848)). -- Fix LightOccluder2D SDF Collision Enable/Disable ([GH-90883](https://github.com/godotengine/godot/pull/90883)). -- Ensure minimum block size is respected when doing GPU to CPU copies of compressed textures ([GH-90911](https://github.com/godotengine/godot/pull/90911)). -- Avoid writing out of range data over valid data in CVTT decompress methods when decompressing small mip levels ([GH-90912](https://github.com/godotengine/godot/pull/90912)). -- Apply additional fixes to servers' threading ([GH-90913](https://github.com/godotengine/godot/pull/90913)). -- Exit light calculation early when pixel outside of light bounding rectangle ([GH-90920](https://github.com/godotengine/godot/pull/90920)). -- Handle compressed images in `TileSetAtlasSource::_create_padded_image_texture` ([GH-90994](https://github.com/godotengine/godot/pull/90994)). -- Fix issue with copy shader not working in multiview ([GH-91059](https://github.com/godotengine/godot/pull/91059)). -- Fix issue in shadow to opacity ([GH-91096](https://github.com/godotengine/godot/pull/91096)). -- Add `LIGHT_VERTEX` to fragment shader ([GH-91136](https://github.com/godotengine/godot/pull/91136)). -- Fix crash on compatibility fallback when vkCreateRenderPass2KHR is unavailable ([GH-91169](https://github.com/godotengine/godot/pull/91169)). -- Tweak appearance of 3D editor gizmo icons ([GH-91174](https://github.com/godotengine/godot/pull/91174)). -- Add adjustments and color correction to Compatibility renderer ([GH-91176](https://github.com/godotengine/godot/pull/91176)). -- Properly calculate penumbra for soft shadows with reverse z ([GH-91191](https://github.com/godotengine/godot/pull/91191)). -- Fix incorrect memory read when capacity changes in RD Graph ([GH-91312](https://github.com/godotengine/godot/pull/91312)). -- Ensure that environment is available before checking for BCS ([GH-91322](https://github.com/godotengine/godot/pull/91322)). -- Fix SDFGI being used in unshaded debug draw ([GH-91344](https://github.com/godotengine/godot/pull/91344)). -- Ensure global shader sampler parameters are initialized when loading ([GH-91414](https://github.com/godotengine/godot/pull/91414)). -- Fix typo in shader breaking gles3 ([GH-91426](https://github.com/godotengine/godot/pull/91426)). -- Use a full screen triangle for mipmap calculations in mobile renderer ([GH-91480](https://github.com/godotengine/godot/pull/91480)). -- Add optional driver workaround to RenderingDevice for Adreno 6XX ([GH-91514](https://github.com/godotengine/godot/pull/91514)). -- Add draw and dispatch count to timestamp validation ([GH-91530](https://github.com/godotengine/godot/pull/91530)). -- Properly set size of shadow atlas quadrant when subdivision is 8 or higher ([GH-91545](https://github.com/godotengine/godot/pull/91545)). -- Add a project setting to configure the maximum number of timestamps ([GH-91551](https://github.com/godotengine/godot/pull/91551)). -- LightmapGI: Fix lightleaks caused by insufficient padding and add denoiser range property for LightmapGI ([GH-91601](https://github.com/godotengine/godot/pull/91601)). -- Skip rendering sky if viewport is set to transparent background ([GH-91642](https://github.com/godotengine/godot/pull/91642)). -- Add support for enhanced barriers in D3D12 ([GH-91769](https://github.com/godotengine/godot/pull/91769)). -- Tighter light culling - fix directional lights colinear case ([GH-91790](https://github.com/godotengine/godot/pull/91790)). -- Rewrite reprojection for FSR2 to work correctly with Reverse-Z ([GH-91799](https://github.com/godotengine/godot/pull/91799)). -- Do not use MSAA versions of textures on debug views ([GH-91808](https://github.com/godotengine/godot/pull/91808)). -- Fix MultiMesh buffer cache in transforms-only case ([GH-91846](https://github.com/godotengine/godot/pull/91846)). -- Fix compatibility renderer load of compressed layered `GL_TEXTURE_2D_ARRAY` ([GH-91853](https://github.com/godotengine/godot/pull/91853)). -- Fix lightmapper seam blending ([GH-91985](https://github.com/godotengine/godot/pull/91985)). -- Optimize usage of "prepare for use" in draw and dispatch commands ([GH-91989](https://github.com/godotengine/godot/pull/91989)). -- Increase coverage of VRAM debugger and add support to RD backends ([GH-92000](https://github.com/godotengine/godot/pull/92000)). -- vulkan: Update all components to Vulkan SDK 1.3.283.0 ([GH-92010](https://github.com/godotengine/godot/pull/92010)). -- Add context getter to RenderingDevice ([GH-92045](https://github.com/godotengine/godot/pull/92045)). -- Tight shadow culling - increase epsilon to prevent flickering ([GH-92078](https://github.com/godotengine/godot/pull/92078)). -- Stereo rendering: Fix omni lights ([GH-92186](https://github.com/godotengine/godot/pull/92186)). -- Only apply LOD when camera is outside the AABB of mesh in mobile renderer ([GH-92232](https://github.com/godotengine/godot/pull/92232)). -- Reduce allocations each time a render pass begins in RenderingDevice ([GH-92258](https://github.com/godotengine/godot/pull/92258)). -- Fix LOD selection in compatibility backend and clean up LOD code ([GH-92287](https://github.com/godotengine/godot/pull/92287)). -- Fix albedo value wraparound in Compatibility render mode ([GH-92388](https://github.com/godotengine/godot/pull/92388)). -- Separate linear and sRGB uniform buffers in RD rendering backends ([GH-92444](https://github.com/godotengine/godot/pull/92444)). -- Disable `camera_effects` when debug draw is active ([GH-92524](https://github.com/godotengine/godot/pull/92524)). -- Add more validation to UBO size and alignment in Compatibility renderer ([GH-92568](https://github.com/godotengine/godot/pull/92568)). -- RenderingDevice: Reject creation of textures with no usage ([GH-92587](https://github.com/godotengine/godot/pull/92587)). -- Fix Adreno 3xx compatibility for devices with newer driver versions ([GH-92741](https://github.com/godotengine/godot/pull/92741)). -- Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx ([GH-92817](https://github.com/godotengine/godot/pull/92817)). -- Make query for `GL_MAX_VIEWPORT_DIMS` compatible with web exports ([GH-92851](https://github.com/godotengine/godot/pull/92851)). -- Fix depth clear value for uv2 baking in compatibility renderer ([GH-92887](https://github.com/godotengine/godot/pull/92887)). -- Ensure Motion Vectors are enabled by particles and skeletons when using the Motion Vector debug draw option ([GH-93055](https://github.com/godotengine/godot/pull/93055)). -- Ensure post processing happens when adjustments are enabled in the Compatibility renderer ([GH-93060](https://github.com/godotengine/godot/pull/93060)). -- Track compositor effects that use motion vectors ([GH-93068](https://github.com/godotengine/godot/pull/93068)). -- Ensure sky reflection is updated when ambient mode is set to background ([GH-93107](https://github.com/godotengine/godot/pull/93107)). -- Add Parallax2D repeats in ysort child collection ([GH-93182](https://github.com/godotengine/godot/pull/93182)). -- Fix `TileMapLayer` not respecting physics interpolation mode ([GH-93279](https://github.com/godotengine/godot/pull/93279)). -- AnimatedTexture: Fix crash when loaded from a thread ([GH-93340](https://github.com/godotengine/godot/pull/93340)). -- Fix ubo tag placement in canvas.glsl fragment shader ([GH-93343](https://github.com/godotengine/godot/pull/93343)). -- Physics interpolation: Fix 2D skinning ([GH-93368](https://github.com/godotengine/godot/pull/93368)). -- Remove unused flag and code from canvas renderer ([GH-93376](https://github.com/godotengine/godot/pull/93376)). -- Fix incorrect enabling of post process in OpenGL ([GH-93530](https://github.com/godotengine/godot/pull/93530)). -- Add safety check when setting several rendering effect quality ([GH-93617](https://github.com/godotengine/godot/pull/93617)). -- Make RenderSceneData take projection correction into account ([GH-93630](https://github.com/godotengine/godot/pull/93630)). -- Use `PackedVector4Array` instead of float array for vec4 array uniform ([GH-93635](https://github.com/godotengine/godot/pull/93635)). -- Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports ([GH-93645](https://github.com/godotengine/godot/pull/93645)). -- Remove useless instantiation in `RDShaderFile::parse_versions_from_text` ([GH-93649](https://github.com/godotengine/godot/pull/93649)). -- Improve handling of rendering startup errors ([GH-93706](https://github.com/godotengine/godot/pull/93706)). -- D3D12: Use the right state for resources in certain heap types ([GH-93707](https://github.com/godotengine/godot/pull/93707)). -- Windows: Disable G-SYNC in windowed mode ([GH-93737](https://github.com/godotengine/godot/pull/93737)). -- Replace pixel rounding with `floor(x + 0.5)` ([GH-93740](https://github.com/godotengine/godot/pull/93740)). -- Fix inconsistent CanvasModulate color in 2D HDR ([GH-93802](https://github.com/godotengine/godot/pull/93802)). -- Physics Interpolation - Fix `interpolated_transform_2d` ([GH-93852](https://github.com/godotengine/godot/pull/93852)). -- Android: Fix the issue causing the logo to not show when using the `compatibility` renderer ([GH-93891](https://github.com/godotengine/godot/pull/93891)). -- Fix AABB computation for position compression to not depend on vertex order ([GH-93916](https://github.com/godotengine/godot/pull/93916)). -- Fix compatibility renderer `depth_prepass_alpha` ([GH-93931](https://github.com/godotengine/godot/pull/93931)). -- MoltenVK: Fix downscaled hiDPI window pixelation ([GH-93950](https://github.com/godotengine/godot/pull/93950)). -- Pre transparent compositor effects needs to run later ([GH-93960](https://github.com/godotengine/godot/pull/93960)). -- Physics Interpolation: Fix behavior on pause ([GH-94036](https://github.com/godotengine/godot/pull/94036)). -- RenderingDevice: Leave handling of compressed block granularity to the driver ([GH-94069](https://github.com/godotengine/godot/pull/94069)). -- Use `GL_COLOR_ATTACHMENT` in depth prepass when using Multiview ([GH-94095](https://github.com/godotengine/godot/pull/94095)). -- Remove our `ERR_ON_RENDER_THREAD` guard, it is not reliable ([GH-94121](https://github.com/godotengine/godot/pull/94121)). -- Silence Vulkan "Unable to acquire framebuffer." swapchain error ([GH-94135](https://github.com/godotengine/godot/pull/94135)). -- Properly linearize depth buffer for SSAO when using orthogonal camera ([GH-94153](https://github.com/godotengine/godot/pull/94153)). -- Fix SSR orientation issues when using orthogonal camera ([GH-94184](https://github.com/godotengine/godot/pull/94184)). -- D3D12: Get rid of `DXIL.dll`! ([GH-94203](https://github.com/godotengine/godot/pull/94203)). -- Fix black `get_texture()` on viewport in compatibility mode with HDR enabled ([GH-94233](https://github.com/godotengine/godot/pull/94233)). -- Lightmapper: Ensure the atlas is big enough to fit padded UV maps ([GH-94236](https://github.com/godotengine/godot/pull/94236)). -- Lightmapper: Prevent infinite loop while blitting lightmaps into an atlas ([GH-94237](https://github.com/godotengine/godot/pull/94237)). -- Fix Image CowData crash when baking large lightmaps ([GH-94243](https://github.com/godotengine/godot/pull/94243)). -- D3D12: Avoid enabling depth bounds test if unsupported ([GH-94267](https://github.com/godotengine/godot/pull/94267)). -- Use a spec constant to control whether the MultiMesh branch is used in the vertex shader ([GH-94289](https://github.com/godotengine/godot/pull/94289)). -- Fix empty region in AtlasTexture ([GH-94365](https://github.com/godotengine/godot/pull/94365)). -- Expose more state in RenderSceneBuffersRD ([GH-94388](https://github.com/godotengine/godot/pull/94388)). -- Restore default clear color after displaying boot splash ([GH-94404](https://github.com/godotengine/godot/pull/94404)). -- Always render when XR is enabled, even if no OS windows can draw ([GH-94412](https://github.com/godotengine/godot/pull/94412)). -- Add warning when use FSR1 on renderer other than forward plus ([GH-94492](https://github.com/godotengine/godot/pull/94492)). -- SDFGI: Fix crash if `update_data` is nullptr ([GH-94535](https://github.com/godotengine/godot/pull/94535)). -- GLES3: Fix directional shadow on Metal ANGLE ([GH-94556](https://github.com/godotengine/godot/pull/94556)). -- Fix FOG shader issue in Compatibility mode ([GH-94564](https://github.com/godotengine/godot/pull/94564)). -- Support 64-bit image sizes for VRAM compression ([GH-94598](https://github.com/godotengine/godot/pull/94598)). -- Fix crash when assigning more textures than expected to texture array ([GH-94628](https://github.com/godotengine/godot/pull/94628)). -- Fix position from vertex shader partially uninitialized ([GH-94629](https://github.com/godotengine/godot/pull/94629)). -- Fix newly baked lightmap can't override previously baked at same path ([GH-94645](https://github.com/godotengine/godot/pull/94645)). -- RenderingDevice: Fix getting cubemap layer data ([GH-94656](https://github.com/godotengine/godot/pull/94656)). -- Remove linearization of canvas modulate in GLES3 backend ([GH-94707](https://github.com/godotengine/godot/pull/94707)). -- RenderingDevice: Use correct layer count for Cubemaps during boundary checks ([GH-94708](https://github.com/godotengine/godot/pull/94708)). -- Windows: Use default aggregate initialization for NVAPI settings ([GH-94735](https://github.com/godotengine/godot/pull/94735)). -- Windows: Fall back to D3D12 if Vulkan is not supported and vice versa ([GH-94796](https://github.com/godotengine/godot/pull/94796)). -- Fix regression around OpenGL swapchain optimization for OpenXR ([GH-94894](https://github.com/godotengine/godot/pull/94894)). -- D3D12: Avoid cases of redundant render target clears ([GH-95064](https://github.com/godotengine/godot/pull/95064)). -- D3D12: Avoid crash on exit ([GH-95074](https://github.com/godotengine/godot/pull/95074)). -- Fix LightmapGI causes crash when using `--headless` ([GH-95103](https://github.com/godotengine/godot/pull/95103)). +- Allow more flexible adjustments of VisualInstance3D Lightmap Scale ([GH-75164](https://github.com/godotengine/godot/pull/75164)). +- Implement vertex shading ([GH-83360](https://github.com/godotengine/godot/pull/83360)). +- Fix generated light probes placing too close to manual light probes ([GH-83497](https://github.com/godotengine/godot/pull/83497)). +- Implement per-light Specular property in DirectionalLight3D ([GH-83917](https://github.com/godotengine/godot/pull/83917)). +- Add `shadow_caster_mask` to Light3D ([GH-85338](https://github.com/godotengine/godot/pull/85338)). +- Faster exit from `_cull_canvas_item` if alpha is zero ([GH-85359](https://github.com/godotengine/godot/pull/85359)). +- Expose RenderingServer methods to get rendering driver and method name ([GH-85430](https://github.com/godotengine/godot/pull/85430)). +- Implement LightmapGI shadowmasks ([GH-85653](https://github.com/godotengine/godot/pull/85653)). +- Fix volumetric fog artifacts when inside the fog ([GH-86103](https://github.com/godotengine/godot/pull/86103)). +- Fix Frustum Sky projection translation logic shearing ([GH-86138](https://github.com/godotengine/godot/pull/86138)). +- Tune TAA disocclusion scale to avoid rejecting all samples during motion ([GH-86809](https://github.com/godotengine/godot/pull/86809)). +- Add AgX tonemapper option to Environment ([GH-87260](https://github.com/godotengine/godot/pull/87260)). +- Reduce shader permutations in the compatibility backend ([GH-87558](https://github.com/godotengine/godot/pull/87558)). +- Add Metal support for macOS (arm64) and iOS ([GH-88199](https://github.com/godotengine/godot/pull/88199)). +- Allow changing the anisotropic filter level at run-time per Viewport ([GH-88313](https://github.com/godotengine/godot/pull/88313)). +- Only allow valid types in Decal, Light3D projector, PointLight2D texture and CSGMesh3D mesh ([GH-88349](https://github.com/godotengine/godot/pull/88349)). +- Implement bicubic sampling for lightmaps ([GH-89919](https://github.com/godotengine/godot/pull/89919)). +- Ubershaders and pipeline pre-compilation (and dedicated transfer queues) ([GH-90400](https://github.com/godotengine/godot/pull/90400)). +- Add debug utilities for Vulkan ([GH-90993](https://github.com/godotengine/godot/pull/90993)). +- OpenXR: Add support for visibility mask ([GH-91750](https://github.com/godotengine/godot/pull/91750)). +- Disable all sources of ambient light when `ambient_light_disabled` render mode is used ([GH-92213](https://github.com/godotengine/godot/pull/92213)). +- Use distance to AABB surface to calculate Mesh LOD instead of using supports ([GH-92290](https://github.com/godotengine/godot/pull/92290)). +- Implement custom function overloading in shading language ([GH-92441](https://github.com/godotengine/godot/pull/92441)). +- Add batching to `RendererCanvasRenderRD` ([GH-92797](https://github.com/godotengine/godot/pull/92797)). +- Fix incorrect Reinhard tonemap operator ([GH-93324](https://github.com/godotengine/godot/pull/93324)). +- Various fixes for transmittance effect ([GH-93448](https://github.com/godotengine/godot/pull/93448)). +- Fix BaseMaterial3D refracting objects located in front of the material ([GH-93449](https://github.com/godotengine/godot/pull/93449)). +- Apply "snap 2D transforms to pixel" to viewport ([GH-93786](https://github.com/godotengine/godot/pull/93786)). +- Check device texture size limits in `RenderingDevice::texture_create` ([GH-93819](https://github.com/godotengine/godot/pull/93819)). +- Add ability to include built-in include files ([GH-94193](https://github.com/godotengine/godot/pull/94193)). +- Optimize base and shadow meshes for vertex cache ([GH-94241](https://github.com/godotengine/godot/pull/94241)). +- Optimize `RenderForwardClustered::_setup_render_pass_uniform_set` by reducing Vector allocations ([GH-94368](https://github.com/godotengine/godot/pull/94368)). +- D3D12: Avoid validation warnings about zero-sized barrier groups ([GH-94731](https://github.com/godotengine/godot/pull/94731)). +- D3D12: Be explicit about all-resources texture barriers ([GH-94733](https://github.com/godotengine/godot/pull/94733)). +- Fix crash on powerVR GPUs when a cached shader wasn't loaded in properly ([GH-94835](https://github.com/godotengine/godot/pull/94835)). +- Avoid `const_cast` in `mesh_storage.h` ([GH-94893](https://github.com/godotengine/godot/pull/94893)). +- Change some image error messages to output the file path ([GH-94947](https://github.com/godotengine/godot/pull/94947)). +- Optimize ANGLE on D3D11 to remove an extra blit ([GH-94952](https://github.com/godotengine/godot/pull/94952)). +- Report shader arrays sized after spec constants as zero-sized ([GH-94985](https://github.com/godotengine/godot/pull/94985)). +- Fix LightmapGI not taking environment sky rotation into account when baking ([GH-95000](https://github.com/godotengine/godot/pull/95000)). +- Add target fps editor setting to visual profiler ([GH-95179](https://github.com/godotengine/godot/pull/95179)). +- Fix for multimesh motion vector corruption ([GH-95270](https://github.com/godotengine/godot/pull/95270)). +- Consider visual layers for DirectionalLight ([GH-95379](https://github.com/godotengine/godot/pull/95379)). +- OpenGL: Unconditionally do `glDisable(GL_FRAMEBUFFER_SRGB)` because we do our own sRGB conversion ([GH-95433](https://github.com/godotengine/godot/pull/95433)). +- Use transformed roughness instead of raw roughness to calculate roughness fade in SSR ([GH-95438](https://github.com/godotengine/godot/pull/95438)). +- Fail when submit or sync called on main rendering device ([GH-95450](https://github.com/godotengine/godot/pull/95450)). +- Increase precision of skeleton transforms in the skeleton shader in the Compatibility renderer ([GH-95452](https://github.com/godotengine/godot/pull/95452)). +- Avoid indexing instances without a base in scene cull phase ([GH-95503](https://github.com/godotengine/godot/pull/95503)). +- Windows: Add Intel Gen7.5/Gen8/Gen9 GPUs to Angle blocklist ([GH-95520](https://github.com/godotengine/godot/pull/95520)). +- Fix undefined `alpha_scissor` in standard shader ([GH-95536](https://github.com/godotengine/godot/pull/95536)). +- Fix draw call count and object count for OverDraw display mode on Forward+ ([GH-95640](https://github.com/godotengine/godot/pull/95640)). +- Ensure `fog_sky_affect` is used even when using a background color ([GH-95659](https://github.com/godotengine/godot/pull/95659)). +- Add fixed fog to the sky in the Compatibility renderer ([GH-95662](https://github.com/godotengine/godot/pull/95662)). +- Fix `Parallax2D` repeats being not relative to its transform ([GH-95666](https://github.com/godotengine/godot/pull/95666)). +- Fix Y-sorted root item having modulation applied twice ([GH-95669](https://github.com/godotengine/godot/pull/95669)). +- Fix double free in FSR2 destructor ([GH-95682](https://github.com/godotengine/godot/pull/95682)). +- Relax motion vector updates to allow skipped frames for skeletons ([GH-95705](https://github.com/godotengine/godot/pull/95705)). +- Improve error messages for invalid rendering drivers/methods on the command line ([GH-95777](https://github.com/godotengine/godot/pull/95777)). +- Antialias direct light samples in LightmapperRD ([GH-95828](https://github.com/godotengine/godot/pull/95828)). +- Fix GLES3 crash with Mesh surface with exactly 65536 vertices ([GH-95838](https://github.com/godotengine/godot/pull/95838)). +- Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct ([GH-95888](https://github.com/godotengine/godot/pull/95888)). +- LightmapGI: Fix shader data alignment after #89919 ([GH-95917](https://github.com/godotengine/godot/pull/95917)). +- Metal: Fix artifacts for mobile render method and disable multi-view ([GH-95945](https://github.com/godotengine/godot/pull/95945)). +- Fix shadow mesh recursion ([GH-95961](https://github.com/godotengine/godot/pull/95961)). +- Sky: Adapt radiance size if `AUTOMATIC_MODE` resolves to `REALTIME` ([GH-95990](https://github.com/godotengine/godot/pull/95990)). +- Disable extra memory tracking by default ([GH-96044](https://github.com/godotengine/godot/pull/96044)). +- Add `VK_EXT_astc_decode_mode` support ([GH-96045](https://github.com/godotengine/godot/pull/96045)). +- Metal: Improve startup times by using concurrent shader compilation APIs ([GH-96052](https://github.com/godotengine/godot/pull/96052)). +- Expose `RenderingServer.canvas_item_attach_skeleton` ([GH-96056](https://github.com/godotengine/godot/pull/96056)). +- Metal: Minor improvements to shader cache ([GH-96089](https://github.com/godotengine/godot/pull/96089)). +- Compatibility: Fix crash when initializing certain compressed layered textures ([GH-96113](https://github.com/godotengine/godot/pull/96113)). +- LightmapGI: Pack L1 SH coefficients for directional lightmaps ([GH-96114](https://github.com/godotengine/godot/pull/96114)). +- Fix incorrect parameters for layered textures in VRAM texture memory profiler ([GH-96128](https://github.com/godotengine/godot/pull/96128)). +- Metal: Use correct operator to ensure specialization constants are sorted ([GH-96209](https://github.com/godotengine/godot/pull/96209)). +- Prevent Parallax2D autoscroll reset ([GH-96245](https://github.com/godotengine/godot/pull/96245)). +- Metal: Bind index buffer with offset ([GH-96349](https://github.com/godotengine/godot/pull/96349)). +- Metal: Enable for betsy and lightmapper modules in compatibility mode ([GH-96351](https://github.com/godotengine/godot/pull/96351)). +- Use non-linear mapping for ReflectionProbe mip levels to match sky ([GH-96426](https://github.com/godotengine/godot/pull/96426)). +- Fix alpha material's reverse cull order ([GH-96431](https://github.com/godotengine/godot/pull/96431)). +- Add Swappy & Pre-Transformed Swapchain ([GH-96439](https://github.com/godotengine/godot/pull/96439)). +- Compatibility: Enable MSAA support for all non-web platforms ([GH-96455](https://github.com/godotengine/godot/pull/96455)). +- Fix `SkyRD::Sky::free()` freeing shared material ([GH-96486](https://github.com/godotengine/godot/pull/96486)). +- Only use backbuffer mipmaps in `SCREEN_TEXTURE` when generated ([GH-96502](https://github.com/godotengine/godot/pull/96502)). +- Fix OpenGL shadow textures not honoring texture type when reusing textures ([GH-96509](https://github.com/godotengine/godot/pull/96509)). +- Add support for external camera feed from external plugin on Android ([GH-96705](https://github.com/godotengine/godot/pull/96705)). +- RenderingDevice: Fix uncapped mipmap sizes causing div-by-zero ([GH-96758](https://github.com/godotengine/godot/pull/96758)). +- Avoid calculating dynamic lights when lights are already baked using the static bake mode in the Forward+ renderer ([GH-96771](https://github.com/godotengine/godot/pull/96771)). +- Implement instance uniforms in Compatibility renderer ([GH-96819](https://github.com/godotengine/godot/pull/96819)). +- Metal: Fix out of bounds crash when using debug draw modes ([GH-96822](https://github.com/godotengine/godot/pull/96822)). +- Vulkan: Account for externally backed textures ([GH-96860](https://github.com/godotengine/godot/pull/96860)). +- Compatibility: Fix alignment of compressed textures when retrieving ([GH-96863](https://github.com/godotengine/godot/pull/96863)). +- Fix broken sky shader ([GH-96912](https://github.com/godotengine/godot/pull/96912)). +- Expose a function to create textures from a native handle in the compatibility renderer ([GH-96928](https://github.com/godotengine/godot/pull/96928)). +- Fix typo in RenderingServer docs ([GH-96975](https://github.com/godotengine/godot/pull/96975)). +- 2D: Fix use-after-free in batch rendering; regression of #95574 ([GH-96977](https://github.com/godotengine/godot/pull/96977)). +- Add external texture support (GLES3) ([GH-96982](https://github.com/godotengine/godot/pull/96982)). +- Fix Vulkan Instance initialized twice in ProjectDialog ([GH-97006](https://github.com/godotengine/godot/pull/97006)). +- Fix for GLES3 radiance cubemap update ([GH-97069](https://github.com/godotengine/godot/pull/97069)). +- Canvas renderer: Remove redundant assignment ([GH-97089](https://github.com/godotengine/godot/pull/97089)). +- Fix compatibility canvas background depth issue ([GH-97131](https://github.com/godotengine/godot/pull/97131)). +- Fallback to OpenGL 3 if other rendering drivers are not supported ([GH-97142](https://github.com/godotengine/godot/pull/97142)). +- Add "Inspect Native Shader Code" to shader inspector and shader editor ([GH-97205](https://github.com/godotengine/godot/pull/97205)). +- Metal: Fix subpixel blending; fix inconsistent blend state ([GH-97217](https://github.com/godotengine/godot/pull/97217)). +- Add draw indirect to Rendering Device ([GH-97247](https://github.com/godotengine/godot/pull/97247)). +- Calculate pixel snap in canvas space instead of world space ([GH-97260](https://github.com/godotengine/godot/pull/97260)). +- Fallback to OpenGL 3 if Vulkan isn't available on Wayland ([GH-97268](https://github.com/godotengine/godot/pull/97268)). +- Metal: Implement `texture_create_from_extension` ([GH-97304](https://github.com/godotengine/godot/pull/97304)). +- Metal: expose MTLDevice ([GH-97309](https://github.com/godotengine/godot/pull/97309)). +- Fix hash calculation for NTSliceKey ([GH-97326](https://github.com/godotengine/godot/pull/97326)). +- Clean up two recently introduced WebGL errors ([GH-97379](https://github.com/godotengine/godot/pull/97379)). +- Check RenderingDevice availability to display LightmapGI configuration warnings ([GH-97416](https://github.com/godotengine/godot/pull/97416)). +- Jitter shadow map dithering pattern across frames when TAA is enabled ([GH-97428](https://github.com/godotengine/godot/pull/97428)). +- Show GPU name when RenderingDevice is unsupported in the project creation dialog ([GH-97490](https://github.com/godotengine/godot/pull/97490)). +- Combine texture and instance data into one uniform set in the 2D renderer ([GH-97554](https://github.com/godotengine/godot/pull/97554)). +- Fix `region_filter_clip_enabled` to avoid sprite bleeding for interpolated sprite sheets ([GH-97602](https://github.com/godotengine/godot/pull/97602)). +- Improve the look of radiance map in Compatibility backend ([GH-97676](https://github.com/godotengine/godot/pull/97676)). +- Add caching to `DisplayServer::can_create_rendering_device()` ([GH-97698](https://github.com/godotengine/godot/pull/97698)). +- Properly utilize surface information when creating pipelines and vertex arrays in canvas renderer ([GH-97792](https://github.com/godotengine/godot/pull/97792)). +- Configure MSAA properly in canvas renderer's pipelines ([GH-97811](https://github.com/godotengine/godot/pull/97811)). +- Fix updating dynamic objects in LightmapGI ([GH-97925](https://github.com/godotengine/godot/pull/97925)). +- Rewrite semaphore handling for transfer workers ([GH-98086](https://github.com/godotengine/godot/pull/98086)). +- Fix Mobile Renderer - Shadow Disabled and User Vertex Lighting flags ([GH-98187](https://github.com/godotengine/godot/pull/98187)). +- Revert unintentional rounding change when 2D transform snapping ([GH-98195](https://github.com/godotengine/godot/pull/98195)). +- Fix unreachable code in `lightmap_gi.cpp` ([GH-98201](https://github.com/godotengine/godot/pull/98201)). +- Metal: Performance improvements and bug fixes ([GH-98212](https://github.com/godotengine/godot/pull/98212)). +- Fix incorrect depth comparison used to calculate volumetric fog shadowing ([GH-98226](https://github.com/godotengine/godot/pull/98226)). +- Fix to occlusion culling where all math is based on Euclidean distance ([GH-98257](https://github.com/godotengine/godot/pull/98257)). +- Add support for BGRA textures with Texture*RD ([GH-98258](https://github.com/godotengine/godot/pull/98258)). +- Fix light culling mask behavior in Mobile and Compat renderers ([GH-98266](https://github.com/godotengine/godot/pull/98266)). +- Move transitions of textures from transfer workers to the graphics queue ([GH-98271](https://github.com/godotengine/godot/pull/98271)). +- Remove "Using present mode" verbose prints in Vulkan and Direct3D 12 ([GH-98279](https://github.com/godotengine/godot/pull/98279)). +- LightmapGI: Clean up and improve lightmap atlas storage ([GH-98289](https://github.com/godotengine/godot/pull/98289)). +- Use a shared copy of placeholder textures, tweak placeholder appearance ([GH-98294](https://github.com/godotengine/godot/pull/98294)). +- Precompute projection matrices when rendering 2D shadows ([GH-98307](https://github.com/godotengine/godot/pull/98307)). +- Deprecate the pointless unsafe threading model for rendering ([GH-98383](https://github.com/godotengine/godot/pull/98383)). +- Improve synchronization of rendering after changes from transfer queues ([GH-98388](https://github.com/godotengine/godot/pull/98388)). +- Implement thread ownership change for RenderingDevice ([GH-98391](https://github.com/godotengine/godot/pull/98391)). +- Fix window exiting with no message to user if _create_window fails ([GH-98405](https://github.com/godotengine/godot/pull/98405)). +- Fix race conditions in breadcrumbs ([GH-98425](https://github.com/godotengine/godot/pull/98425)). +- ExternalTexture: Avoid error when destroyed without having been used ([GH-98451](https://github.com/godotengine/godot/pull/98451)). +- Fix `MultiMesh` errors in editor and resource duplication ([GH-98541](https://github.com/godotengine/godot/pull/98541)). +- Fix Occlusion Culling not working for an orthogonal camera ([GH-98562](https://github.com/godotengine/godot/pull/98562)). +- Fix transfer alignment on initial texture transfer ([GH-98612](https://github.com/godotengine/godot/pull/98612)). +- Fix soft shadows by increasing the bit count for specialization constants ([GH-98614](https://github.com/godotengine/godot/pull/98614)). +- Fix fallbacks to OpenGL ([GH-98615](https://github.com/godotengine/godot/pull/98615)). +- 2D: Fix various issues and minor performance optimizations ([GH-98652](https://github.com/godotengine/godot/pull/98652)). +- Automatically resolve initial and final action for draw lists ([GH-98670](https://github.com/godotengine/godot/pull/98670)). +- Ensure shadow material and mesh are not used with wireframe mode ([GH-98683](https://github.com/godotengine/godot/pull/98683)). +- Add dependency detection improvements to the render graph ([GH-98701](https://github.com/godotengine/godot/pull/98701)). +- Fix splash screen upside down on Android ([GH-98709](https://github.com/godotengine/godot/pull/98709)). +- Fix Occlusion Culling Buffer occasionally getting corrupted ([GH-98758](https://github.com/godotengine/godot/pull/98758)). +- Fix inability to set TextureLayeredRD as `TEXTURE_TYPE_CUBE` or `TEXTURE_TYPE_CUBE_ARRAY` ([GH-98767](https://github.com/godotengine/godot/pull/98767)). +- Fix occlusion culling for double builds by enforcing float conversion for Embree ([GH-98770](https://github.com/godotengine/godot/pull/98770)). +- Add `multimesh_get_buffer_rd_rid` method to `RenderingServer` ([GH-98788](https://github.com/godotengine/godot/pull/98788)). +- Metal: Multiview support ([GH-98803](https://github.com/godotengine/godot/pull/98803)). +- Add multiple specialization constants to Forward+ and Mobile ([GH-98825](https://github.com/godotengine/godot/pull/98825)). +- Mask out shadows on CanvasItems that don't have a matching `item_shadow_mask` ([GH-98835](https://github.com/godotengine/godot/pull/98835)). +- Vulkan: Account for the case `surface_capabilities.currentExtent` is unset ([GH-98852](https://github.com/godotengine/godot/pull/98852)). +- OpenXR: Add Metal support ([GH-98872](https://github.com/godotengine/godot/pull/98872)). +- Add vulkan error checks in command_queue_execute_and_present ([GH-98883](https://github.com/godotengine/godot/pull/98883)). +- Force `RDD::id` to be always `uint64_t` ([GH-98910](https://github.com/godotengine/godot/pull/98910)). +- Move D3D12 fence `SetEventOnCompletion` call to `fence_wait` to avoid stalling on some platforms ([GH-98975](https://github.com/godotengine/godot/pull/98975)). +- Prevent stack-use-after-scope in rendering_device_driver_metal.mm ([GH-98983](https://github.com/godotengine/godot/pull/98983)). +- Give the barrier pool its own mutex to avoid a deadlock with transfer workers ([GH-99066](https://github.com/godotengine/godot/pull/99066)). +- Improve graph's detection of intersection between draw lists ([GH-99073](https://github.com/godotengine/godot/pull/99073)). +- Improve performance of shader lighting code in Forward renderers ([GH-99136](https://github.com/godotengine/godot/pull/99136)). +- Fix max FPS initialization ([GH-99149](https://github.com/godotengine/godot/pull/99149)). +- Normalize normal, tangent, and binormal before interpolating in the mobile renderer to avoid precision errors on heavily scaled meshes ([GH-99163](https://github.com/godotengine/godot/pull/99163)). +- Fix regression in SSS with reverse-z ([GH-99220](https://github.com/godotengine/godot/pull/99220)). +- Implement 2D instance uniforms ([GH-99230](https://github.com/godotengine/godot/pull/99230)). +- Improvements from TheForge ([GH-99257](https://github.com/godotengine/godot/pull/99257)). +- Metal: Ensure position invariance is captured from SPIRV-Cross ([GH-99261](https://github.com/godotengine/godot/pull/99261)). +- Move `_scene_particles_set_view_axis` to new static function to allow call to be done on render thread, preventing multi threaded error on compute shader execution ([GH-99299](https://github.com/godotengine/godot/pull/99299)). +- Fix updating lightmap captures on Mobile ([GH-99367](https://github.com/godotengine/godot/pull/99367)). +- Use direct composition for d3d12 backend ([GH-99387](https://github.com/godotengine/godot/pull/99387)). +- Allow using custom `Rect2i` for rendering with OpenXR ([GH-99407](https://github.com/godotengine/godot/pull/99407)). +- Fix: Error output is not require, `VK_QUEUE_TRANSFER_BIT` is optional ([GH-99413](https://github.com/godotengine/godot/pull/99413)). +- Improve dependency detection in render graph for draw lists with partial coverage ([GH-99426](https://github.com/godotengine/godot/pull/99426)). +- Unify y-flip behavior for sky in RD backends ([GH-99448](https://github.com/godotengine/godot/pull/99448)). +- Add indirect draw functionality to `MultiMesh` ([GH-99455](https://github.com/godotengine/godot/pull/99455)). +- Do not check for command intersections when not using the write list ([GH-99463](https://github.com/godotengine/godot/pull/99463)). +- Add lightmap bake canceling ([GH-99483](https://github.com/godotengine/godot/pull/99483)). +- Optimize mesh generation by preventing unneeded shape recalculations ([GH-99498](https://github.com/godotengine/godot/pull/99498)). +- Add transparency support for LightmapGI ([GH-99538](https://github.com/godotengine/godot/pull/99538)). +- Add VoxelGI bake canceling and progress UI improvement ([GH-99562](https://github.com/godotengine/godot/pull/99562)). +- Metal: Add MetalFX upscaling support ([GH-99603](https://github.com/godotengine/godot/pull/99603)). +- Fix `gl_compatibility` lightmap uniforms not being set ([GH-99606](https://github.com/godotengine/godot/pull/99606)). +- Restore dirty list for BaseMaterial3D but don't use it on resource loader ([GH-99716](https://github.com/godotengine/godot/pull/99716)). +- Fix vsync on macOS getting disabled when using `afterMinimumDuration` ([GH-99720](https://github.com/godotengine/godot/pull/99720)). +- Fix incorrect clear color flag on canvas renderer ([GH-99773](https://github.com/godotengine/godot/pull/99773)). +- Fix another incorrect clear color flag on texture storage ([GH-99788](https://github.com/godotengine/godot/pull/99788)). +- Fix ReflectionProbe AABB ([GH-99802](https://github.com/godotengine/godot/pull/99802)). +- Metal: Add support for 2017 era iOS devices ([GH-99820](https://github.com/godotengine/godot/pull/99820)). +- Metal: Ensure `texture_create_from_extension` returns correct pixel format ([GH-99905](https://github.com/godotengine/godot/pull/99905)). +- Fix Occlusion culling jitter ([GH-99941](https://github.com/godotengine/godot/pull/99941)). +- Editor: Fix default preview environment sky's horizon and brightness ([GH-99957](https://github.com/godotengine/godot/pull/99957)). +- Add Blend Distance property to ReflectionProbe ([GH-99958](https://github.com/godotengine/godot/pull/99958)). +- Optimize Occlusion culling jitter ([GH-99974](https://github.com/godotengine/godot/pull/99974)). +- Add specialization for directional light split blend and fog to mobile renderer ([GH-99978](https://github.com/godotengine/godot/pull/99978)). +- Optimize batch uniform set creation by caching ptrw when creating batch uniform ([GH-99995](https://github.com/godotengine/godot/pull/99995)). +- Increase the size of the uniform set cache to 4096 to avoid cache thrashing from projects with high numbers of unique textures ([GH-100001](https://github.com/godotengine/godot/pull/100001)). +- Use a vec4 instead of an array in canvas shader instance buffer ([GH-100028](https://github.com/godotengine/godot/pull/100028)). +- Add texture limits for D3D12 Driver ([GH-100058](https://github.com/godotengine/godot/pull/100058)). +- Fix occlusion culling buffer getting overwritten in larger scenes ([GH-100060](https://github.com/godotengine/godot/pull/100060)). +- Implement Buffer Device Address for Rendering Device Vulkan and DirectX12 ([GH-100062](https://github.com/godotengine/godot/pull/100062)). +- Correctly check time since shadow was allocated in atlas to avoid unnecessary re-allocations ([GH-100064](https://github.com/godotengine/godot/pull/100064)). +- Clear AABB when Mesh is cleared ([GH-100065](https://github.com/godotengine/godot/pull/100065)). +- Ensure schlick is available when using clearcoat with GGX ([GH-100081](https://github.com/godotengine/godot/pull/100081)). +- Implement `RD::buffer_get_data_async()` and `RD::texture_get_data_async()` ([GH-100110](https://github.com/godotengine/godot/pull/100110)). +- Fix a command buffer leak that occurs in D3D12 ([GH-100151](https://github.com/godotengine/godot/pull/100151)). +- Improve thread-safety of pipeline hash map ([GH-100213](https://github.com/godotengine/godot/pull/100213)). +- Fix incorrect return value on partial coverage detection ([GH-100222](https://github.com/godotengine/godot/pull/100222)). +- Fix wide `SpotLight3D` clustering ([GH-100236](https://github.com/godotengine/godot/pull/100236)). +- Add priority-based blending to reflection probes ([GH-100241](https://github.com/godotengine/godot/pull/100241)). +- Keep processing Graphics if there are pending operations ([GH-100257](https://github.com/godotengine/godot/pull/100257)). +- Replace `textureSize()` with a uniform in BaseMaterial3D for MSDF rendering ([GH-100280](https://github.com/godotengine/godot/pull/100280)). +- Add renderer motion vectors API for use with OpenXR ([GH-100282](https://github.com/godotengine/godot/pull/100282)). +- Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes ([GH-100302](https://github.com/godotengine/godot/pull/100302)). +- Remove positional light mask from directional lights in Canvas Item shaders ([GH-100305](https://github.com/godotengine/godot/pull/100305)). +- Fix shadows of long range `OmniLight3D` and `SpotLight3D` ([GH-100319](https://github.com/godotengine/godot/pull/100319)). +- Fix several ubsan reported misaligned accesses ([GH-100325](https://github.com/godotengine/godot/pull/100325)). +- Small fixups for the new reflection probe blending ([GH-100344](https://github.com/godotengine/godot/pull/100344)). +- Fix ubsan reported errors in rendering ([GH-100374](https://github.com/godotengine/godot/pull/100374)). +- Fix canvas background mode not clearing correctly in Compatibility renderer ([GH-100388](https://github.com/godotengine/godot/pull/100388)). +- Convert resource usage to string ([GH-100399](https://github.com/godotengine/godot/pull/100399)). +- Fix crash in scenes with more than 8 shadowed directional lights ([GH-100423](https://github.com/godotengine/godot/pull/100423)). +- Separate sky luminance and brightness calculations for consistent fog ([GH-100427](https://github.com/godotengine/godot/pull/100427)). +- Scene Shaders - TBN Vector Fixes ([GH-100441](https://github.com/godotengine/godot/pull/100441)). +- Support custom sky rotation in SDFGI ([GH-100544](https://github.com/godotengine/godot/pull/100544)). +- LightmapGI: Fix crash during baking when sky is null ([GH-100593](https://github.com/godotengine/godot/pull/100593)). +- Avoid allocating instance buffer for PointLight2D shadows when there are no instances ([GH-100612](https://github.com/godotengine/godot/pull/100612)). +- MoltenVK hack is no longer required, as bug was fixed ([GH-100653](https://github.com/godotengine/godot/pull/100653)). +- Properly transform light rect and occluder rect to perform Light2D culling in canvas space ([GH-100677](https://github.com/godotengine/godot/pull/100677)). +- Fix shader compilation errors when using MSDF fonts with Label3D nodes ([GH-100678](https://github.com/godotengine/godot/pull/100678)). +- Add a supersampling option to LightmapGI ([GH-100765](https://github.com/godotengine/godot/pull/100765)). +- Metal: Fix crash when uniform set is empty for slot binding mode ([GH-100766](https://github.com/godotengine/godot/pull/100766)). +- Remove leftover debug print statement from `lightmapper_rd.cpp` ([GH-100774](https://github.com/godotengine/godot/pull/100774)). +- Compatibility: Avoid converting to compressed formats when retrieving image data ([GH-100778](https://github.com/godotengine/godot/pull/100778)). +- Compatibility: Fix ASTC HDR extension detection ([GH-100822](https://github.com/godotengine/godot/pull/100822)). +- Metal: Fix occasional use-after-free in Metal driver ([GH-100851](https://github.com/godotengine/godot/pull/100851)). +- Fix User-supplied Normals Being Ignored ([GH-100859](https://github.com/godotengine/godot/pull/100859)). +- Fix regression with shadows when light range is 0 or close ([GH-100862](https://github.com/godotengine/godot/pull/100862)). +- Fix lightmapper penumbra computation ([GH-100929](https://github.com/godotengine/godot/pull/100929)). +- Don't toast internal shader code ([GH-100956](https://github.com/godotengine/godot/pull/100956)). +- Add support for colored shadows in LightmapGI ([GH-100961](https://github.com/godotengine/godot/pull/100961)). +- Remove TODO from RenderingDevice regarding thread safety ([GH-101069](https://github.com/godotengine/godot/pull/101069)). +- Update Light2D `rect_cache` even when not using shadows ([GH-101110](https://github.com/godotengine/godot/pull/101110)). +- Ensure Sky with custom fov has correction matrix applied to it in RD renderers ([GH-101112](https://github.com/godotengine/godot/pull/101112)). +- Correct aspect ratio used in FSR2 calculations ([GH-101193](https://github.com/godotengine/godot/pull/101193)). +- Show MetalFX options in the Scaling 3D Mode enum on all platforms ([GH-101198](https://github.com/godotengine/godot/pull/101198)). +- Compatibility: Improve gl texture format detection ([GH-101217](https://github.com/godotengine/godot/pull/101217)). +- Renderer: Minor optimization when running `gl_compatibility` mode ([GH-101298](https://github.com/godotengine/godot/pull/101298)). +- Fix duplicated spec constant on SPIR-V reflection ([GH-101343](https://github.com/godotengine/godot/pull/101343)). +- Fix union order to simplify empty initializers ([GH-101344](https://github.com/godotengine/godot/pull/101344)). +- Fix AgX tonemapping using old approach in Compatibility rendering method ([GH-101365](https://github.com/godotengine/godot/pull/101365)). +- Fix AgX sigmoid contrast curve approximation ([GH-101406](https://github.com/godotengine/godot/pull/101406)). +- OpenGL3 renderer supports transparent boot splash ([GH-101510](https://github.com/godotengine/godot/pull/101510)). +- Optimize AgX tonemapper's handling of negative values ([GH-101515](https://github.com/godotengine/godot/pull/101515)). +- Vulkan: Force disable broken `VK_LAYER_bandicam_helper` layer in editor ([GH-101540](https://github.com/godotengine/godot/pull/101540)). +- Fix union order to simplify empty initializers ([GH-101560](https://github.com/godotengine/godot/pull/101560)). +- Change how device address is requested to avoid future API breakage ([GH-101561](https://github.com/godotengine/godot/pull/101561)). +- Metal: Enable GPU buffer address support ([GH-101602](https://github.com/godotengine/godot/pull/101602)). +- Ensure Voxelizer SDF generation uses the correct cell level ([GH-101631](https://github.com/godotengine/godot/pull/101631)). +- Shaders: Fix `source_color` default value ([GH-101642](https://github.com/godotengine/godot/pull/101642)). +- Avoid leaking ninepatch state to other draw commands in GLES backend ([GH-101709](https://github.com/godotengine/godot/pull/101709)). +- Bake UV2 emission using half float in the compatibility backend ([GH-101730](https://github.com/godotengine/godot/pull/101730)). +- Physics interpolation (3D): Fix warning spam ([GH-101794](https://github.com/godotengine/godot/pull/101794)). +- Fix a crash bug in `LightmapGI::_assign_lightmaps` triggered after reparenting ([GH-101853](https://github.com/godotengine/godot/pull/101853)). +- WebGL2: Fix 2D array textures with RGTC compression not rendering ([GH-101909](https://github.com/godotengine/godot/pull/101909)). +- CPUParticles2D: - Add ability to follow physics interpolated target ([GH-101911](https://github.com/godotengine/godot/pull/101911)). +- Fix shadow peter-panning with default spotlight ([GH-101952](https://github.com/godotengine/godot/pull/101952)). +- Vulkan: Fix performance regression introduced in buffer creation ([GH-101972](https://github.com/godotengine/godot/pull/101972)). +- 2D: Fix rendering artifacts when using `BackBufferCopy` ([GH-101998](https://github.com/godotengine/godot/pull/101998)). +- Avoid flipping normal based on facing direction when calculating SDF ([GH-102105](https://github.com/godotengine/godot/pull/102105)). +- Fix default SDFGI variant not being compiled in time ([GH-102122](https://github.com/godotengine/godot/pull/102122)). +- Mark pipeline compilation of ubershaders as high priority ([GH-102125](https://github.com/godotengine/godot/pull/102125)). +- 2D: Fix clip children and rendering artifacts ([GH-102161](https://github.com/godotengine/godot/pull/102161)). +- Fully enable HDR2D when the setting is changed ([GH-102177](https://github.com/godotengine/godot/pull/102177)). +- Ensure albedo texture size is available for Label3D and Sprite3D ([GH-102208](https://github.com/godotengine/godot/pull/102208)). +- Reduce mobile pipeline compilations ([GH-102217](https://github.com/godotengine/godot/pull/102217)). +- Spread direct lighting calculation for LightmapGI over several submissions ([GH-102257](https://github.com/godotengine/godot/pull/102257)). +- Track mesh dependencies in Dummy RenderingServer ([GH-102261](https://github.com/godotengine/godot/pull/102261)). +- Use a smaller epsilon for omni and spot attenuation cutoff ([GH-102272](https://github.com/godotengine/godot/pull/102272)). +- Implement Fallback to Vulkan for MoltenVK ([GH-102341](https://github.com/godotengine/godot/pull/102341)). +- Fix over saturated static colored lights ([GH-102424](https://github.com/godotengine/godot/pull/102424)). +- Fix erroneous logic when flushes are involved on RD async methods ([GH-102454](https://github.com/godotengine/godot/pull/102454)). +- Decrease default Max Rays per Pass setting to 4 to fix some lightmapping crashes ([GH-102477](https://github.com/godotengine/godot/pull/102477)). +- Add loop annotations to ubershaders to prevent loop unrolling ([GH-102480](https://github.com/godotengine/godot/pull/102480)). +- Fix rendering material when UV2 is compressed ([GH-102497](https://github.com/godotengine/godot/pull/102497)). +- Ensure instance uniforms are freed by updating dirty items before freeing ([GH-102503](https://github.com/godotengine/godot/pull/102503)). +- Lightmapper: Expose the JNLM denoiser region size in the project settings ([GH-102579](https://github.com/godotengine/godot/pull/102579)). +- Physics Interpolation - Auto-reset on `set_physics_interpolation_mode()` ([GH-102652](https://github.com/godotengine/godot/pull/102652)). +- 2D: Fix free of invalid ID ([GH-102677](https://github.com/godotengine/godot/pull/102677)). +- Fix broken skeletal animated meshes after #101561 ([GH-102794](https://github.com/godotengine/godot/pull/102794)). +- RenderingDevice: Fix certain RD to Image format conversions ([GH-102805](https://github.com/godotengine/godot/pull/102805)). +- Restore using VMA to create buffers and images ([GH-102830](https://github.com/godotengine/godot/pull/102830)). +- Fix debug CanvasItem redraw rects in RD renderer ([GH-103017](https://github.com/godotengine/godot/pull/103017)). +- Metal: Compile `MTLLibrary` on demand when pipeline is created ([GH-103185](https://github.com/godotengine/godot/pull/103185)). +- Shaders: Only convert default value to linear color if type hint is `source_color` ([GH-103201](https://github.com/godotengine/godot/pull/103201)). +- Windows: Offload `RenderingDevice` creation test to subprocess ([GH-103245](https://github.com/godotengine/godot/pull/103245)). +- `texture_create_from_native_handle()` should return `RID` for texture from `RenderingServer`, not `RenderingDevice` ([GH-103296](https://github.com/godotengine/godot/pull/103296)). +- Metal: Fix SPIR-V → MSL compilation on iOS targets ([GH-103337](https://github.com/godotengine/godot/pull/103337)). #### Shaders -- Automatically ensure correct normals in Compatibility renderer ([GH-82804](https://github.com/godotengine/godot/pull/82804)). -- Add connection related functionality to VisualShader (deleting, dropping/inserting a node) ([GH-83510](https://github.com/godotengine/godot/pull/83510)). -- Add extra warning messages to `VisualShaderNodeTextureParameter` ([GH-83729](https://github.com/godotengine/godot/pull/83729)). -- Refactor the parsing of port names in visual shader's expressions ([GH-83956](https://github.com/godotengine/godot/pull/83956)). -- Fix visual shader's `screen_uv` input preview uses position of node rather than a sample area like uv ([GH-84348](https://github.com/godotengine/godot/pull/84348)). -- Comment the shader template light function by default ([GH-84594](https://github.com/godotengine/godot/pull/84594)). -- VisualShader: Refactor use of Connection ([GH-84969](https://github.com/godotengine/godot/pull/84969)). -- Fix uint's suffix is not highlighted in text shader editor ([GH-85014](https://github.com/godotengine/godot/pull/85014)). -- Redesign the graph editor for visual shaders ([GH-85017](https://github.com/godotengine/godot/pull/85017)). -- Add a specific error when creating a ViewportTexture in a Texture2D node ([GH-85723](https://github.com/godotengine/godot/pull/85723)). -- Sync visual shader's distance fade using circular fade ([GH-86596](https://github.com/godotengine/godot/pull/86596)). -- Handle built-in shaders when closing scene ([GH-86710](https://github.com/godotengine/godot/pull/86710)). -- Add missing check when insert function `normal_roughness_compatibility` ([GH-87207](https://github.com/godotengine/godot/pull/87207)). -- Check if the ref shader is valid in visual shader's `_update_option_menu` ([GH-87356](https://github.com/godotengine/godot/pull/87356)). -- Fix `ShaderMaterial::_property_get_revert` crash when given non-existing `p_name` ([GH-87603](https://github.com/godotengine/godot/pull/87603)). -- Fully initialize all members of structs `IdentifierActions`, `GeneratedCode` and `DefaultIdentifierActions` ([GH-88021](https://github.com/godotengine/godot/pull/88021)). -- Make editing properties more intuitive in VisualShader ([GH-88951](https://github.com/godotengine/godot/pull/88951)). -- Add percent (`%`) sign to Remainder node name in visual shaders ([GH-88980](https://github.com/godotengine/godot/pull/88980)). -- Change shader compiler default setting to avoid doctool error ([GH-88996](https://github.com/godotengine/godot/pull/88996)). -- Fix some missing categories in visual shader nodes ([GH-89190](https://github.com/godotengine/godot/pull/89190)). -- Use raw string literals for BaseMaterial3D shader code generation ([GH-89267](https://github.com/godotengine/godot/pull/89267)). -- Rendering: Add hints to some uniform `PropertyInfo`s ([GH-89488](https://github.com/godotengine/godot/pull/89488)). -- Improve the editor native shader source visualizer ([GH-89690](https://github.com/godotengine/godot/pull/89690)). -- Fix false positive errors in gdshaderinc files ([GH-89752](https://github.com/godotengine/godot/pull/89752)). -- VisualShader: Remove invalid graph connections when ports are removed ([GH-89810](https://github.com/godotengine/godot/pull/89810)). -- Implement documentation comments and tooltips for shader uniform in the inspector ([GH-90161](https://github.com/godotengine/godot/pull/90161)). -- VisualShader: Add reroute node and improve port drawing ([GH-90534](https://github.com/godotengine/godot/pull/90534)). -- Warn users when assigning `VERTEX` directly to `POSITION` due to compatibility breakage from Reverse Z changes ([GH-90587](https://github.com/godotengine/godot/pull/90587)). -- Fix incorrect behavior at expanding an output port in visual shader node ([GH-90787](https://github.com/godotengine/godot/pull/90787)). -- Fix editor crash when shader has incorrect global array declaration ([GH-90792](https://github.com/godotengine/godot/pull/90792)). -- Fix shader crash on zero vector and negative x vector in particles processing ([GH-90810](https://github.com/godotengine/godot/pull/90810)). -- Handle Vector4 default input values in visual shaders ([GH-90850](https://github.com/godotengine/godot/pull/90850)). -- Prevent expanding output port in visual shader expression ([GH-90892](https://github.com/godotengine/godot/pull/90892)). -- Allow compressed texture array and cubemap types in shader globals editor ([GH-91164](https://github.com/godotengine/godot/pull/91164)). -- Don't run Shader doc comments logic outside the editor ([GH-91307](https://github.com/godotengine/godot/pull/91307)). -- Fix shader highlighting the interruption in `color_region` caused by `disabled_branch_regions` ([GH-91497](https://github.com/godotengine/godot/pull/91497)). -- Resolve conflict between shader uniform tooltips `/**` and general annotation `/**/` ([GH-91549](https://github.com/godotengine/godot/pull/91549)). -- Fix shader error on mobile when using `LIGHT_VERTEX` ([GH-91566](https://github.com/godotengine/godot/pull/91566)). -- Make native shader source visualizer highlight uint suffix ([GH-91647](https://github.com/godotengine/godot/pull/91647)). -- Fix code style for generated shader code from ParticleProcessMaterial ([GH-91946](https://github.com/godotengine/godot/pull/91946)). -- Prevent add shader uniform doc when DocTool is not inited ([GH-92145](https://github.com/godotengine/godot/pull/92145)). -- Fix error when duplicating visual shader node inside a Frame ([GH-92151](https://github.com/godotengine/godot/pull/92151)). -- Fix completion of functions with struct param/return type in shaders ([GH-92464](https://github.com/godotengine/godot/pull/92464)). -- Prevent using built-ins for func names in shaders ([GH-92564](https://github.com/godotengine/godot/pull/92564)). -- Fix `VisualShaderNodeVaryingGetter` expanded ports adding ".x" to shader ([GH-92847](https://github.com/godotengine/godot/pull/92847)). -- Fix incorrect preview port in visual shader ([GH-93153](https://github.com/godotengine/godot/pull/93153)). -- Fix bugs in visual shader varyings ([GH-93219](https://github.com/godotengine/godot/pull/93219)). -- Prevent changing some built-ins in spatial shaders ([GH-93269](https://github.com/godotengine/godot/pull/93269)). -- Add few new outputs to the visual shaders ([GH-93338](https://github.com/godotengine/godot/pull/93338)). -- Forbid calling of derivative functions in incorrect functions ([GH-93358](https://github.com/godotengine/godot/pull/93358)). -- Fix visual shader not being updated when switching tabs ([GH-93385](https://github.com/godotengine/godot/pull/93385)). -- Fix crash on shader constant initialization on MinGW compiler ([GH-93469](https://github.com/godotengine/godot/pull/93469)). -- Prevent shader crash when doing invalid operation on boolean vector ([GH-93793](https://github.com/godotengine/godot/pull/93793)). -- Fix orphan StringName's in ShaderLanguage ([GH-93849](https://github.com/godotengine/godot/pull/93849)). -- Improve code for setup of `global_func_set` in `ShaderLanguage` ([GH-93866](https://github.com/godotengine/godot/pull/93866)). -- Add `SwitchVector4D` shortcut to visual shader members ([GH-94272](https://github.com/godotengine/godot/pull/94272)). -- Make ShaderLanguage's parser recognize sampler passed in from array ([GH-94462](https://github.com/godotengine/godot/pull/94462)). -- Few fixes for `VisualShaderNodeRotationByAxis` ([GH-94497](https://github.com/godotengine/godot/pull/94497)). -- Fix internal connection count decreased if visual shader node removed ([GH-94498](https://github.com/godotengine/godot/pull/94498)). -- Fix warning printing for `VisualShaderNodeTextureParameter` ([GH-94611](https://github.com/godotengine/godot/pull/94611)). -- Fix shader crash when using a varying in separate func before it defined ([GH-94671](https://github.com/godotengine/godot/pull/94671)). -- Fix incorrect passing of parameter to visual shader preview ([GH-94729](https://github.com/godotengine/godot/pull/94729)). -- Update shader list after saving `gdshaderinc` file ([GH-94787](https://github.com/godotengine/godot/pull/94787)). -- Emit `normal_roughness` compatibility code in custom functions ([GH-94812](https://github.com/godotengine/godot/pull/94812)). -- Fix expanded output ports disconnection on updating in visual shader ([GH-94875](https://github.com/godotengine/godot/pull/94875)). -- Restrict sampler hint validation to only screen texture hints ([GH-94902](https://github.com/godotengine/godot/pull/94902)). -- VisualShader: Reduce size changes of nodes when connecting/disconnecting ([GH-95061](https://github.com/godotengine/godot/pull/95061)). +- Fix visual shader inputs to follow alphabetical order ([GH-83443](https://github.com/godotengine/godot/pull/83443)). +- Add `model_normal_matrix` for fragment shader ([GH-86000](https://github.com/godotengine/godot/pull/86000)). +- Make shader language editors inherit the same base class ([GH-92576](https://github.com/godotengine/godot/pull/92576)). +- Allow drag & drop Mesh to create MeshEmitter in visual shaders ([GH-93017](https://github.com/godotengine/godot/pull/93017)). +- Add derivative functions to sky shader mode in visual shader ([GH-93399](https://github.com/godotengine/godot/pull/93399)). +- Allow usage of `discard` inside custom shader functions ([GH-93590](https://github.com/godotengine/godot/pull/93590)). +- Allow using stage functions inside custom shader functions ([GH-93650](https://github.com/godotengine/godot/pull/93650)). +- Add basic support to evaluate operator value in shader language ([GH-93822](https://github.com/godotengine/godot/pull/93822)). +- Add a material preview to visual shader editor ([GH-94215](https://github.com/godotengine/godot/pull/94215)). +- GDShader: Add `hint_enum` for `uniform int` ([GH-94324](https://github.com/godotengine/godot/pull/94324)). +- Fix multiple ternary expressions to be used without parenthesis ([GH-94352](https://github.com/godotengine/godot/pull/94352)). +- Change `VisualShaderNodeVec4Constant` type to vec4 ([GH-94616](https://github.com/godotengine/godot/pull/94616)). +- Fix texture samplers to not being last in the property list ([GH-94785](https://github.com/godotengine/godot/pull/94785)). +- Fix uniform subgroup in shader will carry out to next group ([GH-94896](https://github.com/godotengine/godot/pull/94896)). +- Allow `SCREEN_UV` to be used in light function of spatial shader ([GH-94981](https://github.com/godotengine/godot/pull/94981)). +- Add `CLIP_SPACE_FAR` built-in to spatial shader ([GH-95057](https://github.com/godotengine/godot/pull/95057)). +- Allow setting a cubemap as default parameter to shader ([GH-95126](https://github.com/godotengine/godot/pull/95126)). +- Fix `String::simplify_path` handling of relative paths to parent dir (`../`), fixes relative shader includes ([GH-95184](https://github.com/godotengine/godot/pull/95184)). +- Forbid function declaration with a const qualifier in shaders ([GH-95274](https://github.com/godotengine/godot/pull/95274)). +- Fix shader crash when the comma used in `for` loop as a trailing ([GH-95350](https://github.com/godotengine/godot/pull/95350)). +- Fix wrong name for Spatial shader mode in VisualShader resource inspector ([GH-95464](https://github.com/godotengine/godot/pull/95464)). +- Remove `missing a category` warning in visual shader node ([GH-95465](https://github.com/godotengine/godot/pull/95465)). +- Fix shader incorrectly expects `int` on `uint` and vice-versa in cases ([GH-95473](https://github.com/godotengine/godot/pull/95473)). +- Fix middle expression of `for` loop to accept not only operators ([GH-95547](https://github.com/godotengine/godot/pull/95547)). +- Fix shader uniforms has null as default value ([GH-95626](https://github.com/godotengine/godot/pull/95626)). +- Fix shader crash when using varyings with non-`flat` integer type ([GH-95737](https://github.com/godotengine/godot/pull/95737)). +- Add a context menu for the shader editor file list ([GH-95738](https://github.com/godotengine/godot/pull/95738)). +- Add copy/paste options to preview material parameters in visual shader ([GH-96618](https://github.com/godotengine/godot/pull/96618)). +- Fix shader crash when using unary minus in expression ([GH-96858](https://github.com/godotengine/godot/pull/96858)). +- Use double comments in shader template light functions ([GH-97024](https://github.com/godotengine/godot/pull/97024)). +- Visual Shader: Add vector operations to Remap node ([GH-97314](https://github.com/godotengine/godot/pull/97314)). +- Keep existing `VectorCompose` input values when setting vector type ([GH-97365](https://github.com/godotengine/godot/pull/97365)). +- VisualShader: Add LinearToSRGB and SRGBToLinear to ColorFunc node ([GH-97388](https://github.com/godotengine/godot/pull/97388)). +- Fix shader crash when return a void function call ([GH-97481](https://github.com/godotengine/godot/pull/97481)). +- Add `#error` preprocessor directive to shading language ([GH-98267](https://github.com/godotengine/godot/pull/98267)). +- Add alpha channel display to vec4 previews of visual shader nodes ([GH-98303](https://github.com/godotengine/godot/pull/98303)). +- Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins global ([GH-98448](https://github.com/godotengine/godot/pull/98448)). +- Add renderer state defines to shader preprocessor ([GH-98549](https://github.com/godotengine/godot/pull/98549)). +- Clarify in default texture repeat and filter docs that they only impact the built in texture ([GH-98738](https://github.com/godotengine/godot/pull/98738)). +- Add prefix to struct member names in shader compiler ([GH-98755](https://github.com/godotengine/godot/pull/98755)). +- Delete old function for parsing CG shaders ([GH-98974](https://github.com/godotengine/godot/pull/98974)). +- Add swap connection option to visual shader graph ([GH-99177](https://github.com/godotengine/godot/pull/99177)). +- Fix error emitting when reset a visual shader preview parameter ([GH-99272](https://github.com/godotengine/godot/pull/99272)). +- Add `samplerExternalOES` type to shader globals ([GH-99622](https://github.com/godotengine/godot/pull/99622)). +- Fix orphan strings in shader preprocessor ([GH-99704](https://github.com/godotengine/godot/pull/99704)). +- Move uniform variables up in the `gles3/scene.glsl` template so that they are available within the `#GLOBALS` scope ([GH-100125](https://github.com/godotengine/godot/pull/100125)). +- Avoid error spam when shaders fail to compile by freeing shader_data version when compilation fails ([GH-100128](https://github.com/godotengine/godot/pull/100128)). +- [Shader Language] Add missing token name ([GH-100289](https://github.com/godotengine/godot/pull/100289)). +- Prevent using boolean varyings in vertex function of visual shaders ([GH-100309](https://github.com/godotengine/godot/pull/100309)). +- Fix space transformations in WorldPositionFromDepth visual shader node generation ([GH-100350](https://github.com/godotengine/godot/pull/100350)). +- Fix float constant descriptions not translating on macOS ([GH-101592](https://github.com/godotengine/godot/pull/101592)). +- Generate global code for `VisualShader` nodes that connect to `VaryingSetters` ([GH-101648](https://github.com/godotengine/godot/pull/101648)). +- Fix visual shader error when opening a Fresnel node preview ([GH-101796](https://github.com/godotengine/godot/pull/101796)). +- Fix `MASS` property particle shader bug ([GH-102143](https://github.com/godotengine/godot/pull/102143)). +- Fix mouse filter on visual shader node previews ([GH-102278](https://github.com/godotengine/godot/pull/102278)). +- Validate varying count when compiling shaders ([GH-102792](https://github.com/godotengine/godot/pull/102792)). +- Add custom minimum size for shader tabs ([GH-102873](https://github.com/godotengine/godot/pull/102873)). +- Fix crash at using increment op for varying in `light` shader function ([GH-102892](https://github.com/godotengine/godot/pull/102892)). #### Tests -- Add `closest_points_between_segments()` basis path tests for Geometry2D ([GH-48652](https://github.com/godotengine/godot/pull/48652)). -- Fix PathFollow tests, Add PathFollow3D forward test ([GH-51372](https://github.com/godotengine/godot/pull/51372)). -- Add rotation unit tests for Transform3D ([GH-61013](https://github.com/godotengine/godot/pull/61013)). -- Improve PackedScene unit test by covering more methods ([GH-80819](https://github.com/godotengine/godot/pull/80819)). -- Add additional tests for RegEx ([GH-81742](https://github.com/godotengine/godot/pull/81742)). -- Add unit tests for Camera3D ([GH-84826](https://github.com/godotengine/godot/pull/84826)). -- Add more C++ unit tests for String to number conversions ([GH-85666](https://github.com/godotengine/godot/pull/85666)). -- Test global transform when adding detached tree ([GH-87270](https://github.com/godotengine/godot/pull/87270)). -- Add `ImageTexture` unit tests ([GH-88044](https://github.com/godotengine/godot/pull/88044)). -- Fix test regression without editor ([GH-88449](https://github.com/godotengine/godot/pull/88449)). -- Add unit tests for Camera2D ([GH-88614](https://github.com/godotengine/godot/pull/88614)). -- Add unit tests for CryptoKey ([GH-89021](https://github.com/godotengine/godot/pull/89021)). -- Add unit tests for JSONRPC ([GH-89124](https://github.com/godotengine/godot/pull/89124)). -- Add unit test for Vector2 `plane_project` ([GH-89617](https://github.com/godotengine/godot/pull/89617)). -- Add unit tests for `OAHashMap` ([GH-90313](https://github.com/godotengine/godot/pull/90313)). -- Add more unit tests for Transform2D ([GH-90506](https://github.com/godotengine/godot/pull/90506)). -- Exit with an error if using `--test` on binary without unit tests compiled ([GH-90507](https://github.com/godotengine/godot/pull/90507)). -- Remove NavigationRegion3D race condition that fails on CI ([GH-90613](https://github.com/godotengine/godot/pull/90613)). -- Disable NavigationServer3D async bake test with race condition ([GH-90804](https://github.com/godotengine/godot/pull/90804)). -- Suppress expected errors in resource unit tests ([GH-91028](https://github.com/godotengine/godot/pull/91028)). -- Add unit test cases for ImageTexture3D ([GH-91233](https://github.com/godotengine/godot/pull/91233)). -- Add Timer unit tests ([GH-91395](https://github.com/godotengine/godot/pull/91395)). -- Expand tests for `Curve2D/3D` ([GH-91880](https://github.com/godotengine/godot/pull/91880)). -- Use subfolder for temporary test files ([GH-92810](https://github.com/godotengine/godot/pull/92810)). -- Fix some invalid error messages ([GH-93135](https://github.com/godotengine/godot/pull/93135)). -- Fix unit tests in template builds ([GH-93745](https://github.com/godotengine/godot/pull/93745)). -- CI: Run unit tests on desktop release templates ([GH-93780](https://github.com/godotengine/godot/pull/93780)). -- Fix compilation failure in `test_graph_node.h` with `disable_exceptions=false` ([GH-94834](https://github.com/godotengine/godot/pull/94834)). -- Fix Vector4, Vector4i, and Projection missing from ClassDB tests ([GH-95517](https://github.com/godotengine/godot/pull/95517)). +- Add unit tests for Node2D helper methods ([GH-91654](https://github.com/godotengine/godot/pull/91654)). +- Add unit tests for `HeightMapShape3D` ([GH-95123](https://github.com/godotengine/godot/pull/95123)). +- Add unit tests for `StyleBoxTexture` ([GH-95218](https://github.com/godotengine/godot/pull/95218)). +- Add unit tests for `String::parse_url()` ([GH-95590](https://github.com/godotengine/godot/pull/95590)). +- Add unit tests for `Parallax2D` ([GH-95650](https://github.com/godotengine/godot/pull/95650)). +- Add unit tests for `StreamPeer` and `StreamPeerBuffer` ([GH-95784](https://github.com/godotengine/godot/pull/95784)). +- Add unit tests for `PacketPeer` ([GH-95931](https://github.com/godotengine/godot/pull/95931)). +- Add more unit tests for String `insert` and `join` ([GH-96291](https://github.com/godotengine/godot/pull/96291)). +- Make `[Audio]` tag consistent with other test environment tags ([GH-96564](https://github.com/godotengine/godot/pull/96564)). +- `create_test` script: Improve argument description and snake_case name conversion ([GH-96565](https://github.com/godotengine/godot/pull/96565)). +- Add Unit Test cases for `Sky` ([GH-97512](https://github.com/godotengine/godot/pull/97512)). +- Fix `InputEventKey` test failure under certain system languages ([GH-98504](https://github.com/godotengine/godot/pull/98504)). +- Add tests for `Projection` ([GH-99125](https://github.com/godotengine/godot/pull/99125)). +- Add basic tests for Fontfile ([GH-99131](https://github.com/godotengine/godot/pull/99131)). +- Destroy EditorFilesystem/EditorSettings on test shutdown ([GH-99847](https://github.com/godotengine/godot/pull/99847)). +- Add unit tests for Sky ([GH-99886](https://github.com/godotengine/godot/pull/99886)). +- Fix `TCPServer` "Should disconnect client" test ([GH-99960](https://github.com/godotengine/godot/pull/99960)). +- Ensure that directory exists in create_test.py ([GH-100867](https://github.com/godotengine/godot/pull/100867)). +- Add some tests for `uid://` encoding and decoding ([GH-100970](https://github.com/godotengine/godot/pull/100970)). +- Add `Packed*Array` `to_byte_array` variant call tests ([GH-102587](https://github.com/godotengine/godot/pull/102587)). #### Thirdparty -- astcenc: Update to 4.7.0 ([GH-80375](https://github.com/godotengine/godot/pull/80375)). -- ICU4C: Update to version 74.1 ([GH-84289](https://github.com/godotengine/godot/pull/84289)). -- meshoptimizer: Update to v0.20 (with a reduced patch) ([GH-84384](https://github.com/godotengine/godot/pull/84384)). -- Fix README from `linuxbsd_headers` ([GH-86607](https://github.com/godotengine/godot/pull/86607)). -- ThorVG: Update from v0.11.2 to v0.11.6 ([GH-86623](https://github.com/godotengine/godot/pull/86623)). -- ThorVG: Update from v0.11.6 to v0.12.0 ([GH-86846](https://github.com/godotengine/godot/pull/86846)). -- OpenXR: Update to version 1.0.33 ([GH-86980](https://github.com/godotengine/godot/pull/86980)). -- vulkan: Update components to Vulkan SDK 1.3.268.0 ([GH-87091](https://github.com/godotengine/godot/pull/87091)). -- ThorVG: update from v0.12.0 to v0.12.1 ([GH-87105](https://github.com/godotengine/godot/pull/87105)). -- zlib/minizip: Update to version 1.3.1 ([GH-87527](https://github.com/godotengine/godot/pull/87527)). -- certs: Sync with Mozilla bundle as of Dec 13, 2023 ([GH-87581](https://github.com/godotengine/godot/pull/87581)). -- ThorVG: update from v0.12.1 to v0.12.3 ([GH-87612](https://github.com/godotengine/godot/pull/87612)). -- mbedtls: Update to upstream version 2.28.7 ([GH-87738](https://github.com/godotengine/godot/pull/87738)). -- Sync controller mappings DB with SDL2 community repo ([GH-87741](https://github.com/godotengine/godot/pull/87741)). -- ThorVG: update from v0.12.3 to v0.12.4 ([GH-87869](https://github.com/godotengine/godot/pull/87869)). -- wayland-protocols: Update to 1.33 ([GH-87982](https://github.com/godotengine/godot/pull/87982)). -- etcpak: Sync with upstream ([GH-87984](https://github.com/godotengine/godot/pull/87984)). -- vulkan: Update all components to Vulkan SDK 1.3.275.0 ([GH-88011](https://github.com/godotengine/godot/pull/88011)). -- thorvg: Re-enable thread support, made opt-in upstream ([GH-88053](https://github.com/godotengine/godot/pull/88053)). -- libktx: Update to 4.3.1 ([GH-88075](https://github.com/godotengine/godot/pull/88075)). -- ThorVG: update from v0.12.4 to v0.12.5 ([GH-88094](https://github.com/godotengine/godot/pull/88094)). -- miniupnpc: Update to version 2.2.6 ([GH-88285](https://github.com/godotengine/godot/pull/88285)). -- basis_universal: Unbundle jpgd to fix symbol conflict, use our newer copy with SSE2 support ([GH-88508](https://github.com/godotengine/godot/pull/88508)). -- FastNoiseLite: Sync with 1.1.0, clean up SCsub ([GH-88526](https://github.com/godotengine/godot/pull/88526)). -- tinyexr: Update to 1.0.8 ([GH-88702](https://github.com/godotengine/godot/pull/88702)). -- embree: Update to 4.3.1 ([GH-88783](https://github.com/godotengine/godot/pull/88783)). -- clipper2: Update to 1.3.0 ([GH-89025](https://github.com/godotengine/godot/pull/89025)). -- harfbuzz: Update to 8.3.0 ([GH-89304](https://github.com/godotengine/godot/pull/89304)). -- libpng: Update to 1.6.43 ([GH-89314](https://github.com/godotengine/godot/pull/89314)). -- thorvg: Update to 0.12.7 ([GH-89337](https://github.com/godotengine/godot/pull/89337)). -- pcre2: Update to 10.43 ([GH-89371](https://github.com/godotengine/godot/pull/89371)). -- Update ICU and msdfgen ([GH-89414](https://github.com/godotengine/godot/pull/89414)). -- pcre2: Remove unused sjlit files after last update ([GH-89495](https://github.com/godotengine/godot/pull/89495)). -- iOS: Disable PCRE2 JIT ([GH-89507](https://github.com/godotengine/godot/pull/89507)). -- meshoptimizer: State used version explicitly ([GH-89544](https://github.com/godotengine/godot/pull/89544)). -- thorvg: Update to 0.12.9 ([GH-89591](https://github.com/godotengine/godot/pull/89591)). -- mbedtls: Update to upstream version 2.28.8 ([GH-90209](https://github.com/godotengine/godot/pull/90209)). -- certs: Sync with Mozilla bundle as of Mar 11, 2024 ([GH-90211](https://github.com/godotengine/godot/pull/90211)). -- thorvg: Update to 0.12.10 ([GH-90243](https://github.com/godotengine/godot/pull/90243)). -- enet: Sync with upstream commit c44b7d0 ([GH-90244](https://github.com/godotengine/godot/pull/90244)). -- harfbuzz: Update to 8.4.0 ([GH-90247](https://github.com/godotengine/godot/pull/90247)). -- libktx: Update to 4.3.2 ([GH-90248](https://github.com/godotengine/godot/pull/90248)). -- miniupnpc: Update to 2.2.7 ([GH-90250](https://github.com/godotengine/godot/pull/90250)). -- squish: Clean up patches, add LICENSE.txt ([GH-90251](https://github.com/godotengine/godot/pull/90251)). -- zstd: Update to upstream version 1.5.6 ([GH-90253](https://github.com/godotengine/godot/pull/90253)). -- Sync controller mappings DB with SDL2 community repo ([GH-90406](https://github.com/godotengine/godot/pull/90406)). -- Sync controller mappings DB with SDL 2 community repo ([GH-91108](https://github.com/godotengine/godot/pull/91108)). -- FBX: Update ufbx to v0.14.0 ([GH-91528](https://github.com/godotengine/godot/pull/91528)). -- thorvg: Update to 0.13.3, add webp loader ([GH-91788](https://github.com/godotengine/godot/pull/91788)). -- Update ICU to 75.1 ([GH-91937](https://github.com/godotengine/godot/pull/91937)). -- astcenc: Update to 4.8.0 ([GH-91941](https://github.com/godotengine/godot/pull/91941)). -- enet: Update to 1.3.18 ([GH-91942](https://github.com/godotengine/godot/pull/91942)). -- libwebp: Update to 1.4.0 ([GH-91943](https://github.com/godotengine/godot/pull/91943)). -- Update HarfBuzz to 8.5.0 ([GH-91959](https://github.com/godotengine/godot/pull/91959)). -- thorvg: Update to 0.13.5 + hotfix for GCC x86_32 build ([GH-92567](https://github.com/godotengine/godot/pull/92567)). -- qoa: Apply upstream patches ([GH-92905](https://github.com/godotengine/godot/pull/92905)). -- ThorVG: Update to 0.13.7 ([GH-92915](https://github.com/godotengine/godot/pull/92915)). -- thorvg: Update to 0.13.8 ([GH-93378](https://github.com/godotengine/godot/pull/93378)). -- ThorVG: Update to 0.14.0 ([GH-93655](https://github.com/godotengine/godot/pull/93655)). -- thorvg: Update to 0.14.1 ([GH-94103](https://github.com/godotengine/godot/pull/94103)). -- embree: Fix include order causing unwanted dllexport symbols ([GH-94256](https://github.com/godotengine/godot/pull/94256)). -- ThorVG: Update to 0.14.2 ([GH-94258](https://github.com/godotengine/godot/pull/94258)). -- Windows: Add `libSynchronization` to link flags ([GH-94466](https://github.com/godotengine/godot/pull/94466)). -- Remove unused Bitstream Vera license ([GH-94823](https://github.com/godotengine/godot/pull/94823)). -- Windows: Remove libSynchronization ([GH-94836](https://github.com/godotengine/godot/pull/94836)). +- ufbx: Update to 0.14.3 ([GH-95831](https://github.com/godotengine/godot/pull/95831)). +- clipper2: Update to 1.4.0 ([GH-95964](https://github.com/godotengine/godot/pull/95964)). +- thorvg: Update to 0.14.7 ([GH-96167](https://github.com/godotengine/godot/pull/96167)). +- thorvg: Update to 0.14.8, and backport upstream fix for Bezier precision regression ([GH-96320](https://github.com/godotengine/godot/pull/96320)). +- mbedTLS: Update to 3.6.1 ([GH-96385](https://github.com/godotengine/godot/pull/96385)). +- thorvg: Update to 0.14.9 ([GH-96658](https://github.com/godotengine/godot/pull/96658)). +- thorvg: Update to 0.14.10 ([GH-97079](https://github.com/godotengine/godot/pull/97079)). +- miniupnpc: Update to 2.2.8 (new major 18) ([GH-97139](https://github.com/godotengine/godot/pull/97139)). +- Update bcdec to latest version ([GH-97611](https://github.com/godotengine/godot/pull/97611)). +- Update HarfBuzz to 10.0.1 ([GH-97677](https://github.com/godotengine/godot/pull/97677)). +- Update ICU to 76.1 ([GH-98496](https://github.com/godotengine/godot/pull/98496)). +- Update meshoptimizer to 0.22 ([GH-98529](https://github.com/godotengine/godot/pull/98529)). +- Include full Apache-2.0 license in COPYRIGHT.txt ([GH-98628](https://github.com/godotengine/godot/pull/98628)). +- smol-v: update to 2024 to support SPIR-V 1.6 ([GH-98771](https://github.com/godotengine/godot/pull/98771)). +- certs: Sync with Mozilla bundle as of Oct 19, 2024 ([GH-98855](https://github.com/godotengine/godot/pull/98855)). +- Delete unused files of thirdparty libs (zlib, mbedtls) ([GH-98920](https://github.com/godotengine/godot/pull/98920)). +- Sync controller mappings DB with SDL2 community repo [Nov 2024] ([GH-99304](https://github.com/godotengine/godot/pull/99304)). +- libpng: Update to upstream 1.6.44 ([GH-99996](https://github.com/godotengine/godot/pull/99996)). +- mbedtls: Update to upstream 3.6.2 ([GH-99997](https://github.com/godotengine/godot/pull/99997)). +- tinyexr: Update to upstream 1.0.9 ([GH-99998](https://github.com/godotengine/godot/pull/99998)). +- ufbx: Update to upstream 0.15.0 ([GH-99999](https://github.com/godotengine/godot/pull/99999)). +- thorvg: Update to 0.15.5 ([GH-100008](https://github.com/godotengine/godot/pull/100008)). +- libbacktrace: Update to upstream commit 1db85642e ([GH-100274](https://github.com/godotengine/godot/pull/100274)). +- Regenerate X11 wrappers with dynload-wrapper 0.7 ([GH-100315](https://github.com/godotengine/godot/pull/100315)). +- libpng: Update to 1.6.45 ([GH-101346](https://github.com/godotengine/godot/pull/101346)). +- thorvg: Update to 0.15.8 ([GH-101347](https://github.com/godotengine/godot/pull/101347)). +- manifold: Update to 3.0.1 ([GH-101351](https://github.com/godotengine/godot/pull/101351)). +- etcpak: Sync with upstream 2.0 ([GH-101362](https://github.com/godotengine/godot/pull/101362)). +- harfbuzz: Update to 10.1.0 ([GH-101366](https://github.com/godotengine/godot/pull/101366)). +- msdfgen: Update to 1.12 ([GH-101367](https://github.com/godotengine/godot/pull/101367)). +- Update texture import library info in COPYRIGHT.txt ([GH-101388](https://github.com/godotengine/godot/pull/101388)). +- Harmonize patches to document downstream changes ([GH-102242](https://github.com/godotengine/godot/pull/102242)). +- Betsy: Consolidate documentation in module folder and cleanup SCsub ([GH-102264](https://github.com/godotengine/godot/pull/102264)). +- thorvg: Update to 0.15.10 ([GH-102851](https://github.com/godotengine/godot/pull/102851)). +- Fix MinGW crash handler crashing during trace generation or producing empty trace ([GH-102900](https://github.com/godotengine/godot/pull/102900)). #### XR -- Remove unused grip touch action from default OpenXR action map ([GH-85048](https://github.com/godotengine/godot/pull/85048)). -- OpenXR: Add runtime selection dropdown ([GH-85117](https://github.com/godotengine/godot/pull/85117)). -- OpenXR: Add support for retrieving play area ([GH-85163](https://github.com/godotengine/godot/pull/85163)). -- OpenXR: Add support for hand tracking source extension ([GH-85204](https://github.com/godotengine/godot/pull/85204)). -- Cleanup of OpenXR module SCons config ([GH-86537](https://github.com/godotengine/godot/pull/86537)). -- Add ability to drive full-body avatars using OpenXRHand ([GH-86906](https://github.com/godotengine/godot/pull/86906)). -- OpenXR: Add Meta touch plus interaction profile ([GH-86982](https://github.com/godotengine/godot/pull/86982)). -- Add support for OpenXR local floor extension ([GH-87235](https://github.com/godotengine/godot/pull/87235)). -- Add bone update option to OpenXRHand to allow preserving original hand scale ([GH-87240](https://github.com/godotengine/godot/pull/87240)). -- OpenXR: Make it possible to implement vendor extensions to hand tracking from GDExtension ([GH-87546](https://github.com/godotengine/godot/pull/87546)). -- OpenXR: Allow moving vendor passthrough extensions to GDExtension ([GH-87630](https://github.com/godotengine/godot/pull/87630)). -- OpenXR: Allow changing play area mode during active session ([GH-87745](https://github.com/godotengine/godot/pull/87745)). -- Enable getting suggested tracker names from OpenXR extensions ([GH-88311](https://github.com/godotengine/godot/pull/88311)). -- Add XR Face Tracking support ([GH-88312](https://github.com/godotengine/godot/pull/88312)). -- WebXR: Add support for hand tracking ([GH-88411](https://github.com/godotengine/godot/pull/88411)). -- OpenXR: Update to version 1.0.34 ([GH-88574](https://github.com/godotengine/godot/pull/88574)). -- Provide generic interface for XR hand tracking ([GH-88639](https://github.com/godotengine/godot/pull/88639)). -- Fix crash when using OpenXR extension wrappers from GDExtension ([GH-88689](https://github.com/godotengine/godot/pull/88689)). -- Fix building on MinGW ([GH-88724](https://github.com/godotengine/godot/pull/88724)). -- Fix lint errors in WebXR module ([GH-88740](https://github.com/godotengine/godot/pull/88740)). -- OpenXR: Register eye gaze even when disabled ([GH-88754](https://github.com/godotengine/godot/pull/88754)). -- Add body tracking support ([GH-88798](https://github.com/godotengine/godot/pull/88798)). -- Fix XR Body crouching and climbing ([GH-89103](https://github.com/godotengine/godot/pull/89103)). -- Fix XRHandModifier3D scaling ([GH-89130](https://github.com/godotengine/godot/pull/89130)). -- Expose `profile_changed` signal to XRController3D ([GH-89219](https://github.com/godotengine/godot/pull/89219)). -- Consistently use `USE_MULTIVIEW` as the define in shaders ([GH-89376](https://github.com/godotengine/godot/pull/89376)). -- Improve warning when XR shaders are not enabled ([GH-89397](https://github.com/godotengine/godot/pull/89397)). -- Disable XR server when compiling without 3D ([GH-89411](https://github.com/godotengine/godot/pull/89411)). -- Fix XRBodyModifier3D hip driving for avatars no Root bone ([GH-89727](https://github.com/godotengine/godot/pull/89727)). -- Tweak OpenXR alert to mention WMR only on Windows ([GH-89968](https://github.com/godotengine/godot/pull/89968)). -- Allow OpenXR extensions to add properties to the OpenXRCompositionLayer node ([GH-90237](https://github.com/godotengine/godot/pull/90237)). -- Add `intersects_ray()` method to `OpenXRCompositionLayer` ([GH-90286](https://github.com/godotengine/godot/pull/90286)). -- OpenXR: Add refresh rate signal support ([GH-90374](https://github.com/godotengine/godot/pull/90374)). -- Rework XR Trackers to have a common ancestor ([GH-90645](https://github.com/godotengine/godot/pull/90645)). -- Revert `OpenXRHand` to its pre-`SkeletonModifier3D` state ([GH-90759](https://github.com/godotengine/godot/pull/90759)). -- Mark `OpenXRCompositionLayer` and its children as experimental ([GH-90761](https://github.com/godotengine/godot/pull/90761)). -- Remove the Hand enum from XRHandTracker ([GH-91130](https://github.com/godotengine/godot/pull/91130)). -- Add a new property named `offset_rect` to `MobileVRInterface` ([GH-91140](https://github.com/godotengine/godot/pull/91140)). -- MobileVR: Orientation is progressive and needs to be initialized ([GH-91305](https://github.com/godotengine/godot/pull/91305)). -- Store previous relative transforms in `XRHandModifier3D` ([GH-91335](https://github.com/godotengine/godot/pull/91335)). -- OpenXR: Allow composition layers to enable hole punching ([GH-91485](https://github.com/godotengine/godot/pull/91485)). -- OpenXR: Fix composition layers not having correct play space ([GH-91686](https://github.com/godotengine/godot/pull/91686)). -- Fix `layer_viewport` getting cleared on `OpenXRCompositionLayer` in editor ([GH-91775](https://github.com/godotengine/godot/pull/91775)). -- Fix sample count on OpenXR composition layers ([GH-91952](https://github.com/godotengine/godot/pull/91952)). -- OpenXR: Fix updating swapchain for foveation ([GH-92137](https://github.com/godotengine/godot/pull/92137)). -- Allow `OpenXRCompositionLayer` property `layer_viewport` to always be assigned `nullptr` ([GH-92200](https://github.com/godotengine/godot/pull/92200)). -- Apply reference frame transform to `OpenXRCompositionLayer` nodes ([GH-92339](https://github.com/godotengine/godot/pull/92339)). -- Set `XRHandTracker` property `has_tracking_data` to true only when palm joint is tracked ([GH-92801](https://github.com/godotengine/godot/pull/92801)). -- OpenXR: Add HTC/MSFT hand interaction profiles ([GH-93075](https://github.com/godotengine/godot/pull/93075)). -- Check for bad input in `make_vrs_texture` ([GH-93536](https://github.com/godotengine/godot/pull/93536)). -- WebXR: Fix closure compiler mangling `XRSession.enabledFeatures` ([GH-93593](https://github.com/godotengine/godot/pull/93593)). -- Fix WebXR palm joint calculation to include rotation ([GH-93614](https://github.com/godotengine/godot/pull/93614)). -- Improve WebXR API docs related to hand tracking support ([GH-93633](https://github.com/godotengine/godot/pull/93633)). -- Fix support for environment blend modes on `WebXRInterface` ([GH-93646](https://github.com/godotengine/godot/pull/93646)). -- OpenXR: Fix `LOCAL_FLOOR` emulation on HTC Vive XR Elite ([GH-93678](https://github.com/godotengine/godot/pull/93678)). -- OpenXR: Couple of small fixes on the action map ([GH-94158](https://github.com/godotengine/godot/pull/94158)). -- Fix creating default action map ([GH-94457](https://github.com/godotengine/godot/pull/94457)). -- OpenXR: Fix enabling passthrough via environment blend mode in project settings ([GH-94550](https://github.com/godotengine/godot/pull/94550)). +- Add Linux camera support ([GH-53666](https://github.com/godotengine/godot/pull/53666)). +- Change hand tracking project settings and finetune `show_when_tracked` ([GH-95153](https://github.com/godotengine/godot/pull/95153)). +- Add support for the debug utils extension in OpenXR ([GH-95156](https://github.com/godotengine/godot/pull/95156)). +- Update OpenXR thirdparty library to 1.1.38 ([GH-95227](https://github.com/godotengine/godot/pull/95227)). +- OpenXR: Fix support for building against distro package ([GH-95658](https://github.com/godotengine/godot/pull/95658)). +- OpenXR: Check correct status bit for hand tracking ([GH-95929](https://github.com/godotengine/godot/pull/95929)). +- Fix crash when calling `OpenXRAPI::get_hand_tracker()` and hand-tracking is disabled ([GH-95959](https://github.com/godotengine/godot/pull/95959)). +- Fix invalid `Skeleton3D` bone pose updates ([GH-96093](https://github.com/godotengine/godot/pull/96093)). +- OpenXR: Support composition layers based on Android surfaces ([GH-96185](https://github.com/godotengine/godot/pull/96185)). +- Fix Android builds when OpenXR is disabled ([GH-96365](https://github.com/godotengine/godot/pull/96365)). +- Warn if XRHandModifier3D used with OpenXR and hand-tracking disabled ([GH-96587](https://github.com/godotengine/godot/pull/96587)). +- [Android editor] Improve support for XR projects ([GH-96624](https://github.com/godotengine/godot/pull/96624)). +- Disable some android editor settings by default on XR devices ([GH-96697](https://github.com/godotengine/godot/pull/96697)). +- [Android editor] Limit when OpenXR runtime permissions are requested ([GH-96742](https://github.com/godotengine/godot/pull/96742)). +- Fix launching XR apps from the Android editor ([GH-96868](https://github.com/godotengine/godot/pull/96868)). +- OpenXR: Add support for binding modifiers ([GH-97140](https://github.com/godotengine/godot/pull/97140)). +- OpenXR: Allow extending Android surface swapchain creation from GDExtension ([GH-97252](https://github.com/godotengine/godot/pull/97252)). +- OpenXR: Correctly set the Depth swapchain name ([GH-97259](https://github.com/godotengine/godot/pull/97259)). +- Cleanup of action map dialogs ([GH-97392](https://github.com/godotengine/godot/pull/97392)). +- Add missing `#ifndef _3D_DISABLED` to main file ([GH-97442](https://github.com/godotengine/godot/pull/97442)). +- [XR Editor] Update the set of excluded permissions ([GH-97477](https://github.com/godotengine/godot/pull/97477)). +- Update thirdparty OpenXR to 1.1.41 ([GH-97524](https://github.com/godotengine/godot/pull/97524)). +- Expose CameraFeed setters ([GH-97534](https://github.com/godotengine/godot/pull/97534)). +- Add `activate_feed` and `deactivate_feed` virtual bind to CameraFeed ([GH-97571](https://github.com/godotengine/godot/pull/97571)). +- OpenXR: Add support for Wayland on Linux ([GH-97771](https://github.com/godotengine/godot/pull/97771)). +- OpenXR: change bindings to 'flatten' source paths ([GH-98163](https://github.com/godotengine/godot/pull/98163)). +- Fix bug with OpenXR composition layers added after OpenXR is running ([GH-98471](https://github.com/godotengine/godot/pull/98471)). +- Fix OpenXR module failing to build on Linux when Wayland is disabled ([GH-98589](https://github.com/godotengine/godot/pull/98589)). +- Patch the OpenXR headers to get EGL from GLAD if we're using it ([GH-98824](https://github.com/godotengine/godot/pull/98824)). +- Allow locking the camera to the `XROrigin3D` for benchmarking or automated testing ([GH-99145](https://github.com/godotengine/godot/pull/99145)). +- OpenXR: Fix pose recenter signal to be omitted properly ([GH-99159](https://github.com/godotengine/godot/pull/99159)). +- OpenXR: Fix crash with composition layers in non-dev builds ([GH-100471](https://github.com/godotengine/godot/pull/100471)). +- OpenXR: Make sure wedge on DPad modifier is expressed in degrees ([GH-100633](https://github.com/godotengine/godot/pull/100633)). +- OpenXR: Fix hiding/showing composition layers using hole punching ([GH-100763](https://github.com/godotengine/godot/pull/100763)). +- [XR Editor] Allow specifying whether to play the current scene or a specific scene in XR or regular mode ([GH-101116](https://github.com/godotengine/godot/pull/101116)). +- Update `OpenXRAPI` memory management ([GH-101294](https://github.com/godotengine/godot/pull/101294)). +- Add PICO OS Immersive Mode ([GH-101387](https://github.com/godotengine/godot/pull/101387)). +- Clean up the XR editor logic ([GH-101645](https://github.com/godotengine/godot/pull/101645)). +- Fix `OpenXRAPIExtension` casting build issue ([GH-102384](https://github.com/godotengine/godot/pull/102384)). +- Bump the version of the openxr vendors plugin dependency ([GH-102772](https://github.com/godotengine/godot/pull/102772)). +- OpenXR: Emulated alpha blend mode should override the real blend mode ([GH-103338](https://github.com/godotengine/godot/pull/103338)). +- Inform that Android sensors must be enabled for MobileVR support ([GH-103370](https://github.com/godotengine/godot/pull/103370)). ## Past releases +- [4.3](https://github.com/godotengine/godot/blob/4.3-stable/CHANGELOG.md) - [4.2](https://github.com/godotengine/godot/blob/4.2-stable/CHANGELOG.md) - [4.1](https://github.com/godotengine/godot/blob/4.1-stable/CHANGELOG.md) - [4.0](https://github.com/godotengine/godot/blob/4.0-stable/CHANGELOG.md) diff --git a/engine/DONORS.md b/engine/DONORS.md index 314a0f64..b005965f 100644 --- a/engine/DONORS.md +++ b/engine/DONORS.md @@ -17,24 +17,22 @@ generous deed immortalized in the next stable release of Godot Engine. ## Platinum sponsors - Google Play - Ramatak + Scorewarrior V-Sekai W4 Games ## Gold sponsors Mega Crit - Pirate Software Prehensile Tales Robot Gentleman ## Silver sponsors + Bippinbits Broken Rules Chasing Carrots Copia Wealth Studios - Indoor Astronaut LoadComplete Null Orbital Knight @@ -43,27 +41,31 @@ generous deed immortalized in the next stable release of Godot Engine. ## Diamond members - Bippinbits + ASIFA-Hollywood + Christina Coffin + Dominic Harris + Kiri "ExpiredPopsicle" Artemis + Petr Kharitonov + Seats.aero Sylv - And 3 anonymous donors + And 5 anonymous donors ## Titanium members Adriaan de Jongh - Anitya Space Basically Games - FDG Entertainment - Game Dev Artisan + Draknek & Friends Garry Newman + Gigabrain AI Reddit Search Engine + Jettelly + Justo Delgado Baudí Kenney - Libretrend - Life Art Studios Lucid Silence Games - Matthew Campbell + Matthew Hall PolyMars - Razenpok + Purple Moss Collectors RPG in a Box - Smirk Software + Starkandco Studio Sunshower TrampolineTales 粟二华 (Su Erhua) @@ -73,447 +75,217 @@ generous deed immortalized in the next stable release of Godot Engine. Andy Touch BlockImperiumGames (BIG) + Bytten Studio Christopher Shifflett - Christoph Woinke Cody Bentley Darrin Massena - Edward Flick - GetIntoGameDev + Fabio Alessandrelli HP van Braam iCommitGames + Jason Hamilton Jonah Stich - Justo Delgado Baudí - katnamag + Josh Anthony + Ludvig Temperli Risan Matthew Ekenstedt Memories in 8Bit + Michael Martin Mike King Neal Gompa (Conan Kudo) - Radivarig + Nico Ulriksen + Nikita Blizniuk + Raptor85 + Rémi Verschelde Ronnie Cheng Ryan Heath - Scott Pezza ShikadiGum Silver Creek Entertainment - SolarLabyrinth Stephan Kessler - Stephan Lanfermann - TigerJ - Violin Iliev - Vladimír Chvátil - And 13 anonymous donors + Stephen Rice + And 14 anonymous donors ## Gold members + 2 Nerdy Nerds + 73unny 80px + Abigail F. + Admiral Potato afreytes - alMoo Games + AinaVT + Ajat BlackSun + Alex177Alex alMoo Games Alva Majo + Andrew Eiche Antti Vesanen + Arediss Asher Glick Axthelm - Bellbird Studio + BangTheWall Benito - Benjamin Sarsgard + Benjamin Bridges Ben Rog-Wilhelm - Bernd Barsuhn BetaTester704 - Brian Levinsen Brut Bryce Dixon - c64cosmin + Carlo Cabanilla Carlo del Mundo Carl van der Geest Chocolate Software + Chris Backas + Chris Lambson + Christine Elisabeth Koppel Cindy Trieu ClarkThyLord Codex404 cora Daniel Eichler Daniel Krafft + Datzju David Chen Zhen David Coles David Hubber David Snopek Deakcor Delton Ding - dfseifert dgehrig - dhanielk + Disco Cat Distorted Realities - Donkung - Dono + DitherDream + Dominik Frizel Don't You Know Who I Am? Inc. Dustuu - Dylan P. + Dylan Dromard Edelweiss + eelSkillz + Emily Flion Ends Eren Ogrul Eric Brand Eric Phy Faisal Al-Kubaisi (QatariGameDev) + Fanny Pack Studios Felix Adam FeralBytes - Festzeltgaming.de + Francisco Aliaga + Francis Jasmin Frozen Fractal Gaudipern + GetIntoGameDev GlassBrick Grau + Grzegorz Wereszko Guangzhou Lingchan + Guilherme Cattani Hayden Oliver hiulit + https://domi.zip + Huedeane + Ikuti Illyan + I.M.I.Self Immaculate Lift Studio + Intrepid Marmot LLC + Isaac Marovitz Ivan Tabashki - Jacob (HACKhalo2 Studios) + jakemiki Jam Jason Cawood - Javier Roman Jeff Hungerford - Jeronimo Schreyer + Jesús Chicharro Johannes Wuensch John Gabriel Jonas Yamazaki Jonathan José Canepa - Joshua Stelly + Julian Todd + Justin Laster + Justin Sasso Kalydi Balázs KAR Games - Kiri "ExpiredPopsicle" Artemis + Kiryonn + kodebold KOGA Mitsuhiro (@shiena) korinVR Kristian Kriehl + KyletheDab Lars Thießen Lisandro Lorea (Red Mage Games) Logan Apple Luca Junge LyaaaaaGames m1n1ster - Manuel Requena + Madison Nicole Videogames Mara Huldra Marek Belski Martin Šenkeřík - MHDante + Matthias B. + Michael Alexsander Michael Gooch + Michael Harrington Modus Ponens Moshe Harris - Moth + Moth Soup Mr. Byte + Muscarian Softworks Nassor Paulino da Silva + Neuroticfly Games nezticle + nikkehtine Niklas Wahrman Nitzan Bueno - Niwl Games NotNet Oathbringer Officine Pixel ohanaya3 Okatima AB - Oleksii Nosov - Osirisa + Oscar Robin + ovym Patrick Traynor - Petr Malac + Péter Horváth-Lázár + Petr Maláč pirey + protogames Rafa Laguna + Reid Hannaford @reilaos Request re:thinc Richard Ivánek - Rudi P - Sam Leathers + Robin Ward + Ronny Mühle + Rubén Rüger Samuel Judd - ScoreSpace + Santi_FC + Seref Karahan + shazzner Shiny Shinken Silverclad Studios + Skie Radscale + Snow Diamond Sofox Space Kraken Studios - spacesloth Spoony Panda - TANAKA Yu - TaraSophieDev (pls fix #43093) - Thad Guidry + tenuki ThatGamer - The Polyglot Programmer - TheRiverNyx Thomas Lobig - Tim Nedvyga + Tobias Bocanegra Tom Langwaldt Trevor Slocum tukon + twitch.tv/RobitussinMD Tyler C - Vagastella + Urban Protagonist Vincent Foulon Vojtech Lacina + Voxel Floof Watchinofoye - Weasel Games - Wilson Birney - Wolfram - WuotanStudios.com - Zhu Li + Yannick zikes + Zoey Smith 嗯大爷 - 潘彦圣 - Alex Khayrullin - Algebrute - Andriy - Antanas Paskauskas - Ari - Arisaka Mayuki - Arthur S. Muszynski - Cameron Connolly - Charlie Whitfield - Craig Ostrin - Craig Swain - CzechBlueBear - Dennis Belfrage - Emily A. Bellows - Felix Winterhalter - Fransiska - Harry Tumber - James Couzens - Jared White - Jesús Chicharro - Joel Fivat - Johnathan Kupferer - Josef Stumpfegger - Joshua Lesperance - Kelteseth - kickmaniac - Liam Smyth - LoparPanda - Martin Gulliksson - Michael Dürwald - Michael Policastro - n00sh - Nicolás Monner Sans - Nikita Rotskov - Oliver Dick - Patrick Wuttke - Pete Goodwin - Philip Woods - Reilt - Rickard Hermanson - Rob - Rob McInroy - RodZilla - Ruzgud - Ryan Breaker - "Sage Automatic Systems, LLC" - spacechase0 - sus - Thomas Kurz - Tobias Bocanegra - Torbulous - toto bibi - Valryia - VoidPointer - Yifan Lai - - Adam Carr - Adam Smeltzer - Adisibio - Aidan Marwick - Aidan O'Flannagain - AJWolbers - Alan Beauchamp - Alexander Erlemann - Alex Clavelle - alex raeside - Andre Altmueller - Andreas Østergaard Nielsen - Andrew - Ano Nim - Arch Toasty - Arda Erol - Arturo Rosales - Ash K - Aubrey Falconer - Austin Miller - AzulCrescent - Beau Seymour - Benedikt - Bread - Brian Ford - Caleb Makela - Cameron Meyer - Carl van der Geest - Checkpoint Charlie - Chris Cavalluzzi - Chris Jagusch - Chris Lee - Christian Mauduit - Christian Ringshofer - Christoph Czurda - Christophe Gagnier - Cody Parker - Conall O - Corchari - Corey W - Dakota Watkins - Daniele Tolomelli - Daniel Ramos - Daren Scot Wilson - Dave Jansen - Davesnothere - David Baker - David Bôle - David May - David Maziarka - Devin Carraway - Devin R - Dimitri Roche - Donovan Hutcheon - Ducky - Duodecimal - Egon Elbre - Elijah Anderson - Eric Persson - Eric Stokes - Eric Williams - Erkki Seppälä - Frank - Frying☆Pan - Game Endeavor - gamerminstrel - Garrett S - Gary Thomas - gebba - Greyson Richey - Guo Hongci - Haplo - Helge Maus - Heribert Hirth - Ian Richard Kunert - Ian Williams - itsybitesyspider - iveks - Jacob Wallace - Jako Danar - James Gary - James Hulsizer - Jamie Massey - JARKKO PARVIAINEN - Jason Evans - Jonas - Jonas Arndt - Jonas Yamazaki - Jonathan Bieber - Jon Sully - Joseph Catrambone - Josh Taylor - Juanfran - Julian le Roux - Justin Spedding - Keith Bradner - kindzadza - KsyTek Games - Kyle Burnett - Kyle Haltermann - Kyle Jacobs - Leland Vakarian - Levi Berciu - liberodark - Linus Lind Lundgren - Ludovic DELVAL - Luigi Renna - Luis Morao - Lukas Komischke - Luke Diasio - Major Haul - Malcolm - Manuele Finocchiaro - Marcos Heitor Carvalho - Markie Music - Mark Tyler - Markus Michael Egger - Martin Holas - Martin Liška - Martin Trbola - Mathieu - Matt Edwards - Maverick - Maxime Blade - Maxwell - Melissa Mears - Metal Demon 2000 - Michael Morrison - Mike Copley - Molly Jameson - Moritz Weissenberger - Mrjemandem - naonya3 - Nathaniel - neighty - Neil Blakey-Milner - Neofytos Chimonas - Nerdforge - Nerdyninja - Nik Rudenko - Noel Billig - ozrk - Patrick Horn - Patrickm - Patrick Nafarrete - Paul Black - Paul Gieske - Pete - Phoenix Jauregui - Pierre Caye - Pixel Archipel - Point08 - PsycHead - Quincy Quincy - Quinn Morrison - Raghava Kovvali - Ragnar Pettersson - Rammeow - Richard Hayes - Riley - RobotCritter - Roland Rząsa - Russ - Ryan Groom - Sammy Fischer - Satnam Singh - Sebastian Michailidis - SeongWan Kim - Shane Lillie - Shane Spoor - Shaun Kohanowski - Simon Jonas Larsen - Simon Schoenenberger - Sina Yeganeh - Skalli - slavfox - smo1704 - SpicyCactuar - Stephen Rice - Stephen Schlie - Sven Walter - SxP - tadashi endo - Tarch - TheVoiceInMyHead - Thibaut DECROMBECQUE - thomas - Thomas Pickett - Tim Drumheller - Tim Klein - Tom Webster - Trent Skinner - Tyler Stepke - Uther - Vaughan Ling - vlnx - Wapiti . - Wiley Thompson - Xatonym - Zekim - ケルベロス - 貴宏 小松 - - And 176 anonymous donors + And 143 anonymous donors ## Silver and bronze donors diff --git a/engine/core/config/project_settings.cpp b/engine/core/config/project_settings.cpp index a6725ce3..e4cc0f9c 100644 --- a/engine/core/config/project_settings.cpp +++ b/engine/core/config/project_settings.cpp @@ -1439,7 +1439,7 @@ void ProjectSettings::_add_builtin_input_map() { } Dictionary action; - action["deadzone"] = Variant(InputMap::DEFAULT_DEADZONE); + action["deadzone"] = Variant(InputMap::DEFAULT_TOGGLE_DEADZONE); action["events"] = events; String action_name = "input/" + E.key; diff --git a/engine/core/core_constants.cpp b/engine/core/core_constants.cpp index 236caa0b..4b858c55 100644 --- a/engine/core/core_constants.cpp +++ b/engine/core/core_constants.cpp @@ -723,6 +723,7 @@ void register_global_constants() { BIND_CORE_BITFIELD_FLAG(METHOD_FLAG_VARARG); BIND_CORE_BITFIELD_FLAG(METHOD_FLAG_STATIC); BIND_CORE_BITFIELD_FLAG(METHOD_FLAG_OBJECT_CORE); + BIND_CORE_BITFIELD_FLAG(METHOD_FLAG_VIRTUAL_REQUIRED); BIND_CORE_BITFIELD_FLAG(METHOD_FLAGS_DEFAULT); BIND_CORE_ENUM_CONSTANT_CUSTOM("TYPE_NIL", Variant::NIL); diff --git a/engine/core/input/input.cpp b/engine/core/input/input.cpp index b705968b..f03b9c05 100644 --- a/engine/core/input/input.cpp +++ b/engine/core/input/input.cpp @@ -614,7 +614,7 @@ void Input::joy_connection_changed(int p_idx, bool p_connected, const String &p_ Vector3 Input::get_gravity() const { _THREAD_SAFE_METHOD_ -#ifdef DEBUG_ENABLED +#if defined(DEBUG_ENABLED) && defined(ANDROID_ENABLED) if (!gravity_enabled) { WARN_PRINT_ONCE("`input_devices/sensors/enable_gravity` is not enabled in project settings."); } @@ -626,7 +626,7 @@ Vector3 Input::get_gravity() const { Vector3 Input::get_accelerometer() const { _THREAD_SAFE_METHOD_ -#ifdef DEBUG_ENABLED +#if defined(DEBUG_ENABLED) && defined(ANDROID_ENABLED) if (!accelerometer_enabled) { WARN_PRINT_ONCE("`input_devices/sensors/enable_accelerometer` is not enabled in project settings."); } @@ -638,7 +638,7 @@ Vector3 Input::get_accelerometer() const { Vector3 Input::get_magnetometer() const { _THREAD_SAFE_METHOD_ -#ifdef DEBUG_ENABLED +#if defined(DEBUG_ENABLED) && defined(ANDROID_ENABLED) if (!magnetometer_enabled) { WARN_PRINT_ONCE("`input_devices/sensors/enable_magnetometer` is not enabled in project settings."); } @@ -650,7 +650,7 @@ Vector3 Input::get_magnetometer() const { Vector3 Input::get_gyroscope() const { _THREAD_SAFE_METHOD_ -#ifdef DEBUG_ENABLED +#if defined(DEBUG_ENABLED) && defined(ANDROID_ENABLED) if (!gyroscope_enabled) { WARN_PRINT_ONCE("`input_devices/sensors/enable_gyroscope` is not enabled in project settings."); } diff --git a/engine/core/input/input_event.cpp b/engine/core/input/input_event.cpp index bd793ef6..6e8cdc4b 100644 --- a/engine/core/input/input_event.cpp +++ b/engine/core/input/input_event.cpp @@ -1104,7 +1104,7 @@ JoyAxis InputEventJoypadMotion::get_axis() const { void InputEventJoypadMotion::set_axis_value(float p_value) { axis_value = p_value; - pressed = Math::abs(axis_value) >= InputMap::DEFAULT_DEADZONE; + pressed = Math::abs(axis_value) >= InputMap::DEFAULT_TOGGLE_DEADZONE; emit_changed(); } diff --git a/engine/core/input/input_map.h b/engine/core/input/input_map.h index 0479d45c..520c10c4 100644 --- a/engine/core/input/input_map.h +++ b/engine/core/input/input_map.h @@ -55,6 +55,8 @@ public: }; static constexpr float DEFAULT_DEADZONE = 0.2f; + // Keep bigger deadzone for toggle actions (default `ui_*` actions, axis `pressed`) (GH-103360). + static constexpr float DEFAULT_TOGGLE_DEADZONE = 0.5f; private: static InputMap *singleton; diff --git a/engine/core/os/os.h b/engine/core/os/os.h index 0fe20c1d..e0ec320e 100644 --- a/engine/core/os/os.h +++ b/engine/core/os/os.h @@ -109,6 +109,7 @@ protected: HasServerFeatureCallback has_server_feature_callback = nullptr; bool _separate_thread_render = false; + bool _silent_crash_handler = false; // Functions used by Main to initialize/deinitialize the OS. void add_logger(Logger *p_logger); @@ -262,6 +263,9 @@ public: void set_stdout_enabled(bool p_enabled); void set_stderr_enabled(bool p_enabled); + virtual void set_crash_handler_silent() { _silent_crash_handler = true; } + virtual bool is_crash_handler_silent() { return _silent_crash_handler; } + virtual void disable_crash_handler() {} virtual bool is_disable_crash_handler() const { return false; } virtual void initialize_debugging() {} @@ -358,6 +362,10 @@ public: // This is invoked by the GDExtensionManager after loading GDExtensions specified by the project. virtual void load_platform_gdextensions() const {} + // Windows only. Tests OpenGL context and Rendering Device simultaneous creation. This function is expected to crash on some NVIDIA drivers. + virtual bool _test_create_rendering_device_and_gl() const { return true; } + virtual bool _test_create_rendering_device() const { return true; } + OS(); virtual ~OS(); }; diff --git a/engine/core/templates/command_queue_mt.h b/engine/core/templates/command_queue_mt.h index 59508348..576b2ff8 100644 --- a/engine/core/templates/command_queue_mt.h +++ b/engine/core/templates/command_queue_mt.h @@ -114,6 +114,7 @@ class CommandQueueMT { uint32_t sync_awaiters = 0; WorkerThreadPool::TaskID pump_task_id = WorkerThreadPool::INVALID_TASK_ID; uint64_t flush_read_ptr = 0; + std::atomic pending; template _FORCE_INLINE_ void create_command(Args &&...p_args) { @@ -126,6 +127,7 @@ class CommandQueueMT { *(uint64_t *)&command_mem[size] = alloc_size; void *cmd = &command_mem[size + sizeof(uint64_t)]; new (cmd) T(std::forward(p_args)...); + pending.store(true); } template @@ -186,6 +188,7 @@ class CommandQueueMT { } command_mem.clear(); + pending.store(false); flush_read_ptr = 0; _prevent_sync_wraparound(); @@ -226,7 +229,7 @@ public: } _FORCE_INLINE_ void flush_if_pending() { - if (unlikely(command_mem.size() > 0)) { + if (unlikely(pending.load())) { _flush(); } } diff --git a/engine/core/variant/variant_call.cpp b/engine/core/variant/variant_call.cpp index 75216329..730bf72b 100644 --- a/engine/core/variant/variant_call.cpp +++ b/engine/core/variant/variant_call.cpp @@ -657,22 +657,28 @@ static _FORCE_INLINE_ void vc_ptrcall(void (*method)(T *, P...), void *p_base, c } \ }; -#define VARCALL_PACKED_GETTER(m_packed_type, m_return_type) \ - static m_return_type func_##m_packed_type##_get(m_packed_type *p_instance, int64_t p_index) { \ - return p_instance->get(p_index); \ +#define VARCALL_ARRAY_GETTER_SETTER(m_packed_type, m_type) \ + static m_type func_##m_packed_type##_get(m_packed_type *p_instance, int64_t p_index) { \ + ERR_FAIL_INDEX_V(p_index, p_instance->size(), m_type()); \ + return p_instance->get(p_index); \ + } \ + static void func_##m_packed_type##_set(m_packed_type *p_instance, int64_t p_index, const m_type &p_value) { \ + ERR_FAIL_INDEX(p_index, p_instance->size()); \ + p_instance->set(p_index, p_value); \ } struct _VariantCall { - VARCALL_PACKED_GETTER(PackedByteArray, uint8_t) - VARCALL_PACKED_GETTER(PackedColorArray, Color) - VARCALL_PACKED_GETTER(PackedFloat32Array, float) - VARCALL_PACKED_GETTER(PackedFloat64Array, double) - VARCALL_PACKED_GETTER(PackedInt32Array, int32_t) - VARCALL_PACKED_GETTER(PackedInt64Array, int64_t) - VARCALL_PACKED_GETTER(PackedStringArray, String) - VARCALL_PACKED_GETTER(PackedVector2Array, Vector2) - VARCALL_PACKED_GETTER(PackedVector3Array, Vector3) - VARCALL_PACKED_GETTER(PackedVector4Array, Vector4) + VARCALL_ARRAY_GETTER_SETTER(PackedByteArray, uint8_t) + VARCALL_ARRAY_GETTER_SETTER(PackedColorArray, Color) + VARCALL_ARRAY_GETTER_SETTER(PackedFloat32Array, float) + VARCALL_ARRAY_GETTER_SETTER(PackedFloat64Array, double) + VARCALL_ARRAY_GETTER_SETTER(PackedInt32Array, int32_t) + VARCALL_ARRAY_GETTER_SETTER(PackedInt64Array, int64_t) + VARCALL_ARRAY_GETTER_SETTER(PackedStringArray, String) + VARCALL_ARRAY_GETTER_SETTER(PackedVector2Array, Vector2) + VARCALL_ARRAY_GETTER_SETTER(PackedVector3Array, Vector3) + VARCALL_ARRAY_GETTER_SETTER(PackedVector4Array, Vector4) + VARCALL_ARRAY_GETTER_SETTER(Array, Variant) static String func_PackedByteArray_get_string_from_ascii(PackedByteArray *p_instance) { String s; @@ -2354,8 +2360,8 @@ static void _register_variant_builtin_methods_array() { bind_method(Array, clear, sarray(), varray()); bind_method(Array, hash, sarray(), varray()); bind_method(Array, assign, sarray("array"), varray()); - bind_method(Array, get, sarray("index"), varray()); - bind_method(Array, set, sarray("index", "value"), varray()); + bind_function(Array, get, _VariantCall::func_Array_get, sarray("index"), varray()); + bind_functionnc(Array, set, _VariantCall::func_Array_set, sarray("index", "value"), varray()); bind_method(Array, push_back, sarray("value"), varray()); bind_method(Array, push_front, sarray("value"), varray()); bind_method(Array, append, sarray("value"), varray()); @@ -2400,7 +2406,7 @@ static void _register_variant_builtin_methods_array() { bind_method(Array, make_read_only, sarray(), varray()); bind_method(Array, is_read_only, sarray(), varray()); - /* Packed*Array get (see VARCALL_PACKED_GETTER macro) */ + /* Packed*Array get/set (see VARCALL_ARRAY_GETTER_SETTER macro) */ bind_function(PackedByteArray, get, _VariantCall::func_PackedByteArray_get, sarray("index"), varray()); bind_function(PackedColorArray, get, _VariantCall::func_PackedColorArray_get, sarray("index"), varray()); bind_function(PackedFloat32Array, get, _VariantCall::func_PackedFloat32Array_get, sarray("index"), varray()); @@ -2412,10 +2418,20 @@ static void _register_variant_builtin_methods_array() { bind_function(PackedVector3Array, get, _VariantCall::func_PackedVector3Array_get, sarray("index"), varray()); bind_function(PackedVector4Array, get, _VariantCall::func_PackedVector4Array_get, sarray("index"), varray()); + bind_functionnc(PackedByteArray, set, _VariantCall::func_PackedByteArray_set, sarray("index", "value"), varray()); + bind_functionnc(PackedColorArray, set, _VariantCall::func_PackedColorArray_set, sarray("index", "value"), varray()); + bind_functionnc(PackedFloat32Array, set, _VariantCall::func_PackedFloat32Array_set, sarray("index", "value"), varray()); + bind_functionnc(PackedFloat64Array, set, _VariantCall::func_PackedFloat64Array_set, sarray("index", "value"), varray()); + bind_functionnc(PackedInt32Array, set, _VariantCall::func_PackedInt32Array_set, sarray("index", "value"), varray()); + bind_functionnc(PackedInt64Array, set, _VariantCall::func_PackedInt64Array_set, sarray("index", "value"), varray()); + bind_functionnc(PackedStringArray, set, _VariantCall::func_PackedStringArray_set, sarray("index", "value"), varray()); + bind_functionnc(PackedVector2Array, set, _VariantCall::func_PackedVector2Array_set, sarray("index", "value"), varray()); + bind_functionnc(PackedVector3Array, set, _VariantCall::func_PackedVector3Array_set, sarray("index", "value"), varray()); + bind_functionnc(PackedVector4Array, set, _VariantCall::func_PackedVector4Array_set, sarray("index", "value"), varray()); + /* Byte Array */ bind_method(PackedByteArray, size, sarray(), varray()); bind_method(PackedByteArray, is_empty, sarray(), varray()); - bind_method(PackedByteArray, set, sarray("index", "value"), varray()); bind_method(PackedByteArray, push_back, sarray("value"), varray()); bind_method(PackedByteArray, append, sarray("value"), varray()); bind_method(PackedByteArray, append_array, sarray("array"), varray()); @@ -2481,7 +2497,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedInt32Array, size, sarray(), varray()); bind_method(PackedInt32Array, is_empty, sarray(), varray()); - bind_method(PackedInt32Array, set, sarray("index", "value"), varray()); bind_method(PackedInt32Array, push_back, sarray("value"), varray()); bind_method(PackedInt32Array, append, sarray("value"), varray()); bind_method(PackedInt32Array, append_array, sarray("array"), varray()); @@ -2505,7 +2520,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedInt64Array, size, sarray(), varray()); bind_method(PackedInt64Array, is_empty, sarray(), varray()); - bind_method(PackedInt64Array, set, sarray("index", "value"), varray()); bind_method(PackedInt64Array, push_back, sarray("value"), varray()); bind_method(PackedInt64Array, append, sarray("value"), varray()); bind_method(PackedInt64Array, append_array, sarray("array"), varray()); @@ -2529,7 +2543,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedFloat32Array, size, sarray(), varray()); bind_method(PackedFloat32Array, is_empty, sarray(), varray()); - bind_method(PackedFloat32Array, set, sarray("index", "value"), varray()); bind_method(PackedFloat32Array, push_back, sarray("value"), varray()); bind_method(PackedFloat32Array, append, sarray("value"), varray()); bind_method(PackedFloat32Array, append_array, sarray("array"), varray()); @@ -2553,7 +2566,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedFloat64Array, size, sarray(), varray()); bind_method(PackedFloat64Array, is_empty, sarray(), varray()); - bind_method(PackedFloat64Array, set, sarray("index", "value"), varray()); bind_method(PackedFloat64Array, push_back, sarray("value"), varray()); bind_method(PackedFloat64Array, append, sarray("value"), varray()); bind_method(PackedFloat64Array, append_array, sarray("array"), varray()); @@ -2577,7 +2589,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedStringArray, size, sarray(), varray()); bind_method(PackedStringArray, is_empty, sarray(), varray()); - bind_method(PackedStringArray, set, sarray("index", "value"), varray()); bind_method(PackedStringArray, push_back, sarray("value"), varray()); bind_method(PackedStringArray, append, sarray("value"), varray()); bind_method(PackedStringArray, append_array, sarray("array"), varray()); @@ -2601,7 +2612,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedVector2Array, size, sarray(), varray()); bind_method(PackedVector2Array, is_empty, sarray(), varray()); - bind_method(PackedVector2Array, set, sarray("index", "value"), varray()); bind_method(PackedVector2Array, push_back, sarray("value"), varray()); bind_method(PackedVector2Array, append, sarray("value"), varray()); bind_method(PackedVector2Array, append_array, sarray("array"), varray()); @@ -2625,7 +2635,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedVector3Array, size, sarray(), varray()); bind_method(PackedVector3Array, is_empty, sarray(), varray()); - bind_method(PackedVector3Array, set, sarray("index", "value"), varray()); bind_method(PackedVector3Array, push_back, sarray("value"), varray()); bind_method(PackedVector3Array, append, sarray("value"), varray()); bind_method(PackedVector3Array, append_array, sarray("array"), varray()); @@ -2649,7 +2658,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedColorArray, size, sarray(), varray()); bind_method(PackedColorArray, is_empty, sarray(), varray()); - bind_method(PackedColorArray, set, sarray("index", "value"), varray()); bind_method(PackedColorArray, push_back, sarray("value"), varray()); bind_method(PackedColorArray, append, sarray("value"), varray()); bind_method(PackedColorArray, append_array, sarray("array"), varray()); @@ -2673,7 +2681,6 @@ static void _register_variant_builtin_methods_array() { bind_method(PackedVector4Array, size, sarray(), varray()); bind_method(PackedVector4Array, is_empty, sarray(), varray()); - bind_method(PackedVector4Array, set, sarray("index", "value"), varray()); bind_method(PackedVector4Array, push_back, sarray("value"), varray()); bind_method(PackedVector4Array, append, sarray("value"), varray()); bind_method(PackedVector4Array, append_array, sarray("array"), varray()); diff --git a/engine/doc/classes/@GlobalScope.xml b/engine/doc/classes/@GlobalScope.xml index fb2dfa3d..38b1ec35 100644 --- a/engine/doc/classes/@GlobalScope.xml +++ b/engine/doc/classes/@GlobalScope.xml @@ -3072,6 +3072,9 @@ Used internally. Allows to not dump core virtual methods (such as [method Object._notification]) to the JSON API. + + Flag for a virtual method that is required. + Default method flags (normal). diff --git a/engine/doc/classes/Cubemap.xml b/engine/doc/classes/Cubemap.xml index c55adcff..2623fe4e 100644 --- a/engine/doc/classes/Cubemap.xml +++ b/engine/doc/classes/Cubemap.xml @@ -6,7 +6,8 @@ A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods. This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources. - To create such a texture file yourself, reimport your image files using the Godot Editor import presets. The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base: + To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Cubemap from code, use [method ImageTextureLayered.create_from_images] on an instance of the Cubemap class. + The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base: - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_2x3.webp]2×3 cubemap template (default layout option)[/url] - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_3x2.webp]3×2 cubemap template[/url] - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_1x6.webp]1×6 cubemap template[/url] diff --git a/engine/doc/classes/CubemapArray.xml b/engine/doc/classes/CubemapArray.xml index eae391ed..0a099a46 100644 --- a/engine/doc/classes/CubemapArray.xml +++ b/engine/doc/classes/CubemapArray.xml @@ -6,8 +6,15 @@ [CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube). The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s. - [b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock. - [b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer. + Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. + To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a CubemapArray from code, use [method ImageTextureLayered.create_from_images] on an instance of the CubemapArray class. + The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base: + - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_2x3.webp]2×3 cubemap template (default layout option)[/url] + - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_3x2.webp]3×2 cubemap template[/url] + - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_1x6.webp]1×6 cubemap template[/url] + - [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_6x1.webp]6×1 cubemap template[/url] + Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose an horizontal layout in the import options (with the first layer at the left). + [b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer due to graphics API limitations. diff --git a/engine/doc/classes/EditorExportPlatform.xml b/engine/doc/classes/EditorExportPlatform.xml index 54bad2db..8a742775 100644 --- a/engine/doc/classes/EditorExportPlatform.xml +++ b/engine/doc/classes/EditorExportPlatform.xml @@ -74,7 +74,7 @@ Exports project files for the specified preset. This method can be used to implement custom export format, other than PCK and ZIP. One of the callbacks is called for each exported file. [param save_cb] is called for all exported files and have the following arguments: [code]file_path: String[/code], [code]file_data: PackedByteArray[/code], [code]file_index: int[/code], [code]file_count: int[/code], [code]encryption_include_filters: PackedStringArray[/code], [code]encryption_exclude_filters: PackedStringArray[/code], [code]encryption_key: PackedByteArray[/code]. [param shared_cb] is called for exported native shared/static libraries and have the following arguments: [code]file_path: String[/code], [code]tags: PackedStringArray[/code], [code]target_folder: String[/code]. - [b]Note:[/b] [code]file_index[/code] and [code]file_count[/code] are intended for progress tracking only and aren't necesserely unique and precise. + [b]Note:[/b] [code]file_index[/code] and [code]file_count[/code] are intended for progress tracking only and aren't necessarily unique and precise. @@ -259,7 +259,7 @@ Message type for error messages that must be addressed and fail the export. - Flag is set if remotely debugged project is expected to use remote file system. If set, [method gen_export_flags] will add [code]--remove-fs[/code] and [code]--remote-fs-password[/code] (if password is set in the editor settings) command line arguments to the list. + Flag is set if remotely debugged project is expected to use remote file system. If set, [method gen_export_flags] will add [code]--remote-fs[/code] and [code]--remote-fs-password[/code] (if password is set in the editor settings) command line arguments to the list. Flag is set if remote debug is enabled. If set, [method gen_export_flags] will add [code]--remote-debug[/code] and [code]--breakpoints[/code] (if breakpoints are selected in the script editor or added by the plugin) command line arguments to the list. diff --git a/engine/doc/classes/EditorExportPreset.xml b/engine/doc/classes/EditorExportPreset.xml index 314f7434..7405dfb4 100644 --- a/engine/doc/classes/EditorExportPreset.xml +++ b/engine/doc/classes/EditorExportPreset.xml @@ -12,7 +12,7 @@ - Returns [code]true[/code], is "Advanced" toggle is enabled in the export dialog. + Returns [code]true[/code] if "Advanced" toggle is enabled in the export dialog. @@ -24,7 +24,7 @@ - Returns [Dictionary] of files selected in the "Resources" tab of the export dialog. Dictionary keys are file names and values are export mode - [code]"strip[/code], [code]"keep"[/code], or [code]"remove"[/code]. See also [method get_file_export_mode]. + Returns [Dictionary] of files selected in the "Resources" tab of the export dialog. Dictionary keys are file names and values are export mode - [code]"strip"[/code], [code]"keep"[/code], or [code]"remove"[/code]. See also [method get_file_export_mode]. diff --git a/engine/doc/classes/EditorSettings.xml b/engine/doc/classes/EditorSettings.xml index feb40553..de1af96a 100644 --- a/engine/doc/classes/EditorSettings.xml +++ b/engine/doc/classes/EditorSettings.xml @@ -1117,6 +1117,10 @@ The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used. + + If [code]true[/code], enable TLSv1.3 negotiation. + [b]Note:[/b] Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2. + The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility". diff --git a/engine/doc/classes/EditorTranslationParserPlugin.xml b/engine/doc/classes/EditorTranslationParserPlugin.xml index dfa52609..1948b8a5 100644 --- a/engine/doc/classes/EditorTranslationParserPlugin.xml +++ b/engine/doc/classes/EditorTranslationParserPlugin.xml @@ -19,7 +19,7 @@ var text = file.get_as_text() var split_strs = text.split(",", false) for s in split_strs: - msgids.append(PackedStringArray([s])) + ret.append(PackedStringArray([s])) #print("Extracted string: " + s) return ret diff --git a/engine/doc/classes/ImageTextureLayered.xml b/engine/doc/classes/ImageTextureLayered.xml index e8d054bd..272b73c7 100644 --- a/engine/doc/classes/ImageTextureLayered.xml +++ b/engine/doc/classes/ImageTextureLayered.xml @@ -15,6 +15,39 @@ Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting. Each [Image] represents one [code]layer[/code]. + [codeblock] + # Fill in an array of Images with different colors. + var images = [] + const LAYERS = 6 + for i in LAYERS: + var image = Image.create_empty(128, 128, false, Image.FORMAT_RGB8) + if i % 3 == 0: + image.fill(Color.RED) + elif i % 3 == 1: + image.fill(Color.GREEN) + else: + image.fill(Color.BLUE) + images.push_back(image) + + # Create and save a 2D texture array. The array of images must have at least 1 Image. + var texture_2d_array = Texture2DArray.new() + texture_2d_array.create_from_images(images) + ResourceSaver.save(texture_2d_array, "res://texture_2d_array.res", ResourceSaver.FLAG_COMPRESS) + + # Create and save a cubemap. The array of images must have exactly 6 Images. + # The cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z- + # (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). + var cubemap = Cubemap.new() + cubemap.create_from_images(images) + ResourceSaver.save(cubemap, "res://cubemap.res", ResourceSaver.FLAG_COMPRESS) + + # Create and save a cubemap array. The array of images must have a multiple of 6 Images. + # Each cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z- + # (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). + var cubemap_array = CubemapArray.new() + cubemap_array.create_from_images(images) + ResourceSaver.save(cubemap_array, "res://cubemap_array.res", ResourceSaver.FLAG_COMPRESS) + [/codeblock] diff --git a/engine/doc/classes/Input.xml b/engine/doc/classes/Input.xml index e0d8be91..ca54a44f 100644 --- a/engine/doc/classes/Input.xml +++ b/engine/doc/classes/Input.xml @@ -51,6 +51,7 @@ Returns the acceleration in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO]. Note this method returns an empty [Vector3] when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer. [b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO]. + [b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_accelerometer] must be enabled. @@ -97,6 +98,7 @@ Returns the gravity in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO]. [b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO]. + [b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_gravity] must be enabled. @@ -104,6 +106,7 @@ Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO]. [b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO]. + [b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_gyroscope] must be enabled. @@ -177,6 +180,7 @@ Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO]. [b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO]. + [b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_magnetometer] must be enabled. diff --git a/engine/doc/classes/Parallax2D.xml b/engine/doc/classes/Parallax2D.xml index cfd282a7..4c9722d2 100644 --- a/engine/doc/classes/Parallax2D.xml +++ b/engine/doc/classes/Parallax2D.xml @@ -1,5 +1,5 @@ - + A node used to create a parallax scrolling background. diff --git a/engine/doc/classes/ProjectSettings.xml b/engine/doc/classes/ProjectSettings.xml index c0c5bc04..1a29e200 100644 --- a/engine/doc/classes/ProjectSettings.xml +++ b/engine/doc/classes/ProjectSettings.xml @@ -2204,9 +2204,8 @@ The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. If in doubt, leave this setting empty. - + If [code]true[/code], enable TLSv1.3 negotiation. - [b]Note:[/b] This is experimental, and may cause connections to fail in some cases (notably, if the remote server uses TLS handshake fragmentation). [b]Note:[/b] Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2. @@ -2684,38 +2683,48 @@ Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance. - - Sets the driver to be used by the renderer when using the Compatibility renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides. + + Sets the driver to be used by the renderer when using the Compatibility renderer. Editing this property has no effect in the default configuration, as first-party platforms each have platform-specific overrides. Use those overrides to configure the driver for each platform. + This can be overridden using the [code]--rendering-driver <driver>[/code] command line argument. Supported values are: - - [code]auto[/code], currently defaults to [code]opengl3[/code] on all platforms. - [code]opengl3[/code], OpenGL 3.3 on desktop platforms, OpenGL ES 3.0 on mobile platforms, WebGL 2.0 on web. - - [code]opengl3_angle[/code], OpenGL ES 3.0 over ANGLE compatibility layer, supported on macOS (over native OpenGL) and Windows (over Direct3D 11). + - [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer, supported on macOS (over native OpenGL) and Windows (over Direct3D 11). - [code]opengl3_es[/code], OpenGL ES 3.0 on Linux/BSD. [b]Note:[/b] The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options [code]opengl3[/code] and [code]angle_libs[/code]). + [b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value. - + Android override for [member rendering/gl_compatibility/driver]. - The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. + Only one option is supported: + - [code]opengl3[/code], OpenGL ES 3.0 from native drivers. - + iOS override for [member rendering/gl_compatibility/driver]. - The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. + Only one option is supported: + - [code]opengl3[/code], OpenGL ES 3.0 from native drivers. - + LinuxBSD override for [member rendering/gl_compatibility/driver]. - The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_es[/code] is available as an option, which is also used as a fallback on devices that don't support OpenGL 3.3. + Two options are supported: + - [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. + - [code]opengl3_es[/code], OpenGL ES 3.0 from native drivers. If [member rendering/gl_compatibility/fallback_to_gles] is enabled, this is used as a fallback if OpenGL 3.3 is not supported. - + macOS override for [member rendering/gl_compatibility/driver]. - The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_angle[/code] is available as an option if ANGLE support was compiled in. + Two options are supported: + - [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. If [member rendering/gl_compatibility/fallback_to_native] is enabled, this is used as a fallback if ANGLE is configured as the preferred driver but not supported. + - [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer over native OpenGL drivers. If [member rendering/gl_compatibility/fallback_to_angle] is enabled, this is used as a fallback if OpenGL 3.3 is not supported. - + Web override for [member rendering/gl_compatibility/driver]. - The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. + Only one option is supported: + - [code]opengl3[/code], WebGL 2.0. The underlying native API depends on the target OS, browser, and browser configuration. - + Windows override for [member rendering/gl_compatibility/driver]. - The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_angle[/code] is available as an option if ANGLE supported was compiled in. In such case, ANGLE is used preferentially on lower end devices with known problematic native OpenGL drivers (see [member rendering/gl_compatibility/force_angle_on_devices]). + Two options are supported: + - [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. If [member rendering/gl_compatibility/fallback_to_native] is enabled, this is used as a fallback if ANGLE is configured as the preferred driver but not supported. + - [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer over native Direct3D 11 drivers. If [member rendering/gl_compatibility/fallback_to_angle] is enabled, this is used as a fallback if OpenGL 3.3 is not supported. By default, ANGLE is used as the default driver for some devices listed in [member rendering/gl_compatibility/force_angle_on_devices]. If [code]true[/code], the compatibility renderer will fall back to ANGLE if native OpenGL is not supported or the device is listed in [member rendering/gl_compatibility/force_angle_on_devices]. @@ -2981,43 +2990,49 @@ The number of entries in the sampler descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations. Depending on the complexity of scenes, this value may be lowered or may need to be raised. - - Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. This property can't be edited directly. Instead, set the driver using the platform-specific overrides. This can be overridden using the [code]--rendering-driver <driver>[/code] command line argument. + + Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. Editing this property has no effect in the default configuration, as first-party platforms each have platform-specific overrides. Use those overrides to configure the driver for each platform. + This can be overridden using the [code]--rendering-driver <driver>[/code] command line argument. Supported values are: - - [code]auto[/code], Metal on Apple Silicon Macs and iOS, Vulkan on other built-in platforms. On Windows, Direct3D 12 is the default if the engine was compiled without Vulkan support. - [code]metal[/code], Metal (supported on Apple Silicon Macs and iOS). - [code]vulkan[/code], Vulkan (supported on all desktop and mobile platforms). - [code]d3d12[/code], Direct3D 12 (supported on Windows). [b]Note:[/b] The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options [code]vulkan[/code], [code]metal[/code], and [code]d3d12[/code]). + [b]Note:[/b] If a given platform has no registered drivers, it can fall back to the Compatibility renderer (OpenGL 3) if [member rendering/rendering_device/fallback_to_opengl3] is enabled. This fallback happens automatically for the Web platform regardless of that property. [b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value. - + Android override for [member rendering/rendering_device/driver]. - The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform. + Only one option is supported: + - [code]vulkan[/code], Vulkan from native drivers. [b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver. - + iOS override for [member rendering/rendering_device/driver]. - The [code]auto[/code] setting is equivalent to [code]metal[/code] on this platform. - [b]Note:[/b] If Metal was disabled at compile time, the default becomes [code]vulkan[/code]. If both Metal and Vulkan were disabled at compile time, there is no alternative RenderingDevice driver. + Two options are supported: + - [code]metal[/code] (default), Metal from native drivers. + - [code]vulkan[/code], Vulkan over Metal via MoltenVK. - + LinuxBSD override for [member rendering/rendering_device/driver]. - The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform. + Only one option is supported: + - [code]vulkan[/code], Vulkan from native drivers. [b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver. - + macOS override for [member rendering/rendering_device/driver]. - The [code]auto[/code] setting is equivalent to [code]metal[/code] on Apple Silicon Macs, and [code]vulkan[/code] (MoltenVK) on Intel Macs. Metal isn't supported on Intel Macs, so even if setting [code]metal[/code] explicitly, it will fallback to Vulkan on Intel Macs. - [b]Note:[/b] If Metal was disabled at compile time, the default becomes [code]vulkan[/code] for both Apple Silicon and Intel Macs. If both Metal and Vulkan were disabled at compile time, there is no alternative RenderingDevice driver. + Two options are supported: + - [code]metal[/code] (default), Metal from native drivers, only supported on Apple Silicon Macs. On Intel Macs, it will automatically fall back to [code]vulkan[/code] as Metal support is not implemented. + - [code]vulkan[/code], Vulkan over Metal via MoltenVK, supported on both Apple Silicon and Intel Macs. - + Windows override for [member rendering/rendering_device/driver]. - The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform. - [b]Note:[/b] If Vulkan was disabled at compile time, the default becomes [code]d3d12[/code]. If both Vulkan and Direct3D 12 were disabled at compile time, there is no alternative RenderingDevice driver. + Two options are supported: + - [code]vulkan[/code] (default), Vulkan from native drivers. If [member rendering/rendering_device/fallback_to_vulkan] is enabled, this is used as a fallback if Direct3D 12 is not supported. + - [code]d3d12[/code], Direct3D 12 from native drivers. If [member rendering/rendering_device/fallback_to_d3d12] is enabled, this is used as a fallback if Vulkan is not supported. - If [code]true[/code], the forward renderer will fall back to Direct3D 12 if Vulkan is not supported. + If [code]true[/code], the forward renderer will fall back to Direct3D 12 if Vulkan is not supported. The fallback is always attempted regardless of this setting if Vulkan driver support was disabled at compile time. [b]Note:[/b] This setting is implemented only on Windows. @@ -3025,7 +3040,7 @@ [b]Note:[/b] This setting is implemented only on Windows, Android, macOS, iOS, and Linux/X11. - If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported. + If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported. The fallback is always attempted regardless of this setting if Direct3D 12 (Windows) or Metal (macOS) driver support was disabled at compile time. [b]Note:[/b] This setting is implemented only on Windows and macOS. diff --git a/engine/doc/classes/RenderingServer.xml b/engine/doc/classes/RenderingServer.xml index d4a1a67d..7ccaf880 100644 --- a/engine/doc/classes/RenderingServer.xml +++ b/engine/doc/classes/RenderingServer.xml @@ -3725,7 +3725,7 @@ Creates a texture based on a native handle that was created outside of Godot's renderer. - [b]Note:[/b] If using the rendering device renderer, using [method RenderingDevice.texture_create_from_extension] rather than this method is recommended. It will give you much more control over the texture's format and usage. + [b]Note:[/b] If using only the rendering device renderer, it's recommend to use [method RenderingDevice.texture_create_from_extension] together with [method RenderingServer.texture_rd_create], rather than this method. It will give you much more control over the texture's format and usage. diff --git a/engine/doc/classes/Texture2DArray.xml b/engine/doc/classes/Texture2DArray.xml index f1c76d14..b5f8b683 100644 --- a/engine/doc/classes/Texture2DArray.xml +++ b/engine/doc/classes/Texture2DArray.xml @@ -6,7 +6,7 @@ A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions. A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader. - To create such a texture file yourself, reimport your image files using the Godot Editor import presets. + To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Texture2DArray from code, use [method ImageTextureLayered.create_from_images] on an instance of the Texture2DArray class. diff --git a/engine/doc/translations/de.po b/engine/doc/translations/de.po index 73156c23..f6e45430 100644 --- a/engine/doc/translations/de.po +++ b/engine/doc/translations/de.po @@ -102,12 +102,13 @@ # tct123 , 2024. # Daniel Schmid , 2025. # Michael Domanek , 2025. +# Keschler , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-01-25 20:47+0000\n" -"Last-Translator: Michael Domanek \n" +"PO-Revision-Date: 2025-02-26 15:06+0000\n" +"Last-Translator: Keschler \n" "Language-Team: German \n" "Language: de\n" @@ -115,7 +116,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.10-dev\n" +"X-Generator: Weblate 5.10.2-dev\n" msgid "All classes" msgstr "Alle Klassen" @@ -370,9 +371,23 @@ msgstr "" msgid "Built-in GDScript constants, functions, and annotations." msgstr "Built-in-GDScript-Konstanten, -Funktionen und -Annotationen." +msgid "" +"A list of utility functions and annotations accessible from any script " +"written in GDScript.\n" +"For the list of global functions and constants that can be accessed in any " +"scripting language, see [@GlobalScope]." +msgstr "" +"Eine Liste von Hilfsfunktionen und Anmerkungen, die von jedem in GDScript " +"geschriebenen Skript aus zugänglich sind.\n" +"Für die Liste der globalen Funktionen und Konstanten, auf die in jeder " +"Skriptsprache zugegriffen werden kann, siehe [@GlobalScope]." + msgid "GDScript exports" msgstr "GDScript-Exporte" +msgid "Use [method Color.from_rgba8] instead." +msgstr "Verwende stattdessen [method @GlobalScope.type_convert]." + msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " "([param b8]), and optionally alpha ([param a8]) integer channels, each " @@ -488,6 +503,13 @@ msgstr "" "print(b is Array) # Gibt false aus\n" "[/codeblock]" +msgid "" +"Consider using [method JSON.to_native] or [method Object.get_property_list] " +"instead." +msgstr "" +"Verwende stattdessen [Methode JSON.to_native] oder [Methode Object." +"get_property_list]." + msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." @@ -546,6 +568,13 @@ msgstr "" "[b]Hinweis:[/b] Der Aufruf dieser Funktion aus einem [Thread] wird nicht " "unterstützt. In diesem Fall wird ein leeres Array zurückgegeben." +msgid "" +"Consider using [method JSON.from_native] or [method Object.get_property_list] " +"instead." +msgstr "" +"Verwende stattdessen [Methode JSON.from_native] oder [Methode Object." +"get_property_list]." + msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script or " @@ -11892,33 +11921,6 @@ msgstr "" "schneller generiert, was zu einer höheren CPU-Auslastung führt und das Risiko " "von Audio-Cracks erhöht, wenn die CPU nicht mithalten kann." -msgid "" -"The sample rate to use (in Hz). Higher values are more demanding for the CPU " -"to generate, but result in better quality.\n" -"In games, common sample rates in use are [code]11025[/code], [code]16000[/" -"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " -"[code]48000[/code].\n" -"According to the [url=https://en.wikipedia.org/wiki/" -"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" -"url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " -"generating lower-pitched sounds such as voices, lower sample rates such as " -"[code]32000[/code] or [code]22050[/code] may be usable with no loss in " -"quality." -msgstr "" -"Die zu verwendende Abtastrate (in Hz). Höhere Werte stellen höhere " -"Anforderungen an die CPU, führen aber zu einer besseren Qualität.\n" -"In Spielen werden häufig folgende Abtastraten verwendet: [code]11025[/code], " -"[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/" -"code] und [code]48000[/code].\n" -"Nach dem [url=https://en.wikipedia.org/wiki/" -"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon-Sampling-Theorem[/" -"url] gibt es keinen Qualitätsunterschied zum menschlichen Gehör, wenn es über " -"40.000 Hz hinausgeht (da die meisten Menschen nur bis ~20.000 Hz hören " -"können, oft auch weniger). Wenn Sie tiefe Töne wie Stimmen erzeugen, können " -"niedrigere Abtastraten wie [code]32000[/code] oder [code]22050[/code] ohne " -"Qualitätsverluste verwendet werden." - msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Gibt die mit [AudioStreamGenerator] erzeugten Audiodaten wieder." @@ -13416,29 +13418,6 @@ msgstr "" "Wenn [code]true[/code], wird das Objekt unabhängig von der Entfernung gleich " "groß gemacht." -msgid "" -"If [code]true[/code], enables the vertex grow setting. This can be used to " -"create mesh-based outlines using a second material pass and its [member " -"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" -"[b]Note:[/b] Vertex growth cannot create new vertices, which means that " -"visible gaps may occur in sharp corners. This can be alleviated by designing " -"the mesh to use smooth normals exclusively using [url=https://wiki.polycount." -"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " -"authoring software. In this case, grow will be able to join every outline " -"together, just like in the original mesh." -msgstr "" -"Wenn [code]true[/code], wird die Einstellung des Vertex-Wachstums aktiviert. " -"Dies kann verwendet werden, um netzbasierte Umrisse mit einem zweiten " -"Materialpass zu erstellen und dessen [member cull_mode] auf [member " -"CULL_FRONT] eingestellt. Siehe auch [member grow_amount].\n" -"[b]Anmerkung:[/b] Vertex-Wachstum kann keine neuen Vertices erzeugen, was " -"bedeutet, dass sichtbare Lücken in scharfen Ecken auftreten können. Dies kann " -"dadurch gemildert werden, dass das Mesh ausschließlich mit [url=https://wiki." -"polycount.com/wiki/Face_weighted_normals]face gewichteten Normalen[/url] in " -"der 3D-Autorisierungssoftware verwendet wird. In diesem Fall wird das " -"Wachstum in der Lage sein, jeden Umriss zusammenzufügen, genau wie im " -"ursprünglichen Mesh." - msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." diff --git a/engine/doc/translations/es.po b/engine/doc/translations/es.po index 06ae0fe9..27b8d3b8 100644 --- a/engine/doc/translations/es.po +++ b/engine/doc/translations/es.po @@ -94,12 +94,13 @@ # Valentben , 2024. # Alexander Diego , 2024. # José Andrés Urdaneta , 2025. +# LuisGFlorez , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2025-02-06 23:02+0000\n" -"Last-Translator: José Andrés Urdaneta \n" +"PO-Revision-Date: 2025-03-02 21:09+0000\n" +"Last-Translator: LuisGFlorez \n" "Language-Team: Spanish \n" "Language: es\n" @@ -107,7 +108,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 5.10-dev\n" +"X-Generator: Weblate 5.10.3-dev\n" msgid "All classes" msgstr "Todas las clases" @@ -14628,20 +14629,6 @@ msgstr "" "Si [code]true[/code], envía eventos de entrada táctil al hacer clic o " "arrastrar el ratón." -msgid "" -"The locale to fall back to if a translation isn't available in a given " -"language. If left empty, [code]en[/code] (English) will be used." -msgstr "" -"El lugar al que recurrir si una traducción no está disponible en un idioma " -"determinado. Si se deja vacío, se usará [code]en[/code] (inglés)." - -msgid "" -"If non-empty, this locale will be used when running the project from the " -"editor." -msgstr "" -"Si no está vacío, este lugar se utilizará cuando se ejecute el proyecto desde " -"el editor." - msgid "" "Godot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." @@ -18363,7 +18350,256 @@ msgid "Memory allocation error." msgstr "Error de asignación de memoria." msgid "The most important data type in Godot." -msgstr "El tipo de datos más importante de Godot." +msgstr "El tipo de dato más importante de Godot." + +msgid "" +"In computer programming, a Variant class is a class that is designed to store " +"a variety of other types. Dynamic programming languages like PHP, Lua, " +"JavaScript and GDScript like to use them to store variables' data on the " +"backend. With these Variants, properties are able to change value types " +"freely.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var foo = 2 # foo is dynamically an integer\n" +"foo = \"Now foo is a string!\"\n" +"foo = RefCounted.new() # foo is an Object\n" +"var bar: int = 2 # bar is a statically typed integer.\n" +"# bar = \"Uh oh! I can't make statically typed variables become a different " +"type!\"\n" +"[/gdscript]\n" +"[csharp]\n" +"// C# is statically typed. Once a variable has a type it cannot be changed. " +"You can use the `var` keyword to let the compiler infer the type " +"automatically.\n" +"var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in " +"GDScript are 64-bit and the direct C# equivalent is `long`.\n" +"// foo = \"foo was and will always be an integer. It cannot be turned into a " +"string!\";\n" +"var boo = \"Boo is a string!\";\n" +"var ref = new RefCounted(); // var is especially useful when used together " +"with a constructor.\n" +"\n" +"// Godot also provides a Variant type that works like a union of all the " +"Variant-compatible types.\n" +"Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` " +"in the Variant type).\n" +"fooVar = \"Now fooVar is a string!\";\n" +"fooVar = new RefCounted(); // fooVar is a GodotObject.\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Godot tracks all scripting API variables within Variants. Without even " +"realizing it, you use Variants all the time. When a particular language " +"enforces its own rules for keeping data typed, then that language is applying " +"its own custom logic over the base Variant scripting API.\n" +"- GDScript automatically wrap values in them. It keeps all data in plain " +"Variants by default and then optionally enforces custom static typing rules " +"on variable types.\n" +"- C# is statically typed, but uses its own implementation of the Variant type " +"in place of Godot's [Variant] class when it needs to represent a dynamic " +"value. C# Variant can be assigned any compatible type implicitly but " +"converting requires an explicit cast.\n" +"The global [method @GlobalScope.typeof] function returns the enumerated value " +"of the Variant type stored in the current variable (see [enum Variant." +"Type]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var foo = 2\n" +"match typeof(foo):\n" +" TYPE_NIL:\n" +" print(\"foo is null\")\n" +" TYPE_INT:\n" +" print(\"foo is an integer\")\n" +" TYPE_OBJECT:\n" +" # Note that Objects are their own special category.\n" +" # To get the name of the underlying Object type, you need the " +"`get_class()` method.\n" +" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name " +"into a formatted string.\n" +" # Note that this does not get the script's `class_name` global " +"identifier.\n" +" # If the `class_name` is needed, use `foo.get_script()." +"get_global_name()` instead.\n" +"[/gdscript]\n" +"[csharp]\n" +"Variant foo = 2;\n" +"switch (foo.VariantType)\n" +"{\n" +" case Variant.Type.Nil:\n" +" GD.Print(\"foo is null\");\n" +" break;\n" +" case Variant.Type.Int:\n" +" GD.Print(\"foo is an integer\");\n" +" break;\n" +" case Variant.Type.Object:\n" +" // Note that Objects are their own special category.\n" +" // You can convert a Variant to a GodotObject and use reflection to " +"get its name.\n" +" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n" +" break;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"A Variant takes up only 20 bytes and can store almost any engine datatype " +"inside of it. Variants are rarely used to hold information for long periods " +"of time. Instead, they are used mainly for communication, editing, " +"serialization and moving data around.\n" +"Godot has specifically invested in making its Variant class as flexible as " +"possible; so much so that it is used for a multitude of operations to " +"facilitate communication between all of Godot's systems.\n" +"A Variant:\n" +"- Can store almost any datatype.\n" +"- Can perform operations between many variants. GDScript uses Variant as its " +"atomic/native datatype.\n" +"- Can be hashed, so it can be compared quickly to other variants.\n" +"- Can be used to convert safely between datatypes.\n" +"- Can be used to abstract calling methods and their arguments. Godot exports " +"all its functions through variants.\n" +"- Can be used to defer calls or move data between threads.\n" +"- Can be serialized as binary and stored to disk, or transferred via " +"network.\n" +"- Can be serialized to text and use it for printing values and editable " +"settings.\n" +"- Can work as an exported property, so the editor can edit it universally.\n" +"- Can be used for dictionaries, arrays, parsers, etc.\n" +"[b]Containers (Array and Dictionary):[/b] Both are implemented using " +"variants. A [Dictionary] can match any datatype used as key to any other " +"datatype. An [Array] just holds an array of Variants. Of course, a Variant " +"can also hold a [Dictionary] and an [Array] inside, making it even more " +"flexible.\n" +"Modifications to a container will modify all references to it. A [Mutex] " +"should be created to lock it if multi-threaded access is desired." +msgstr "" +"En programación de computadoras, una clase Variant (variante en español) es " +"una clase que está diseñada para almacenar una variedad de otros tipos. A los " +"lenguajes de programación dinámicos como PHP, Lua, JavaScript y GDScript les " +"gusta usarlos para almacenar datos de variables en el backend. Con estas " +"variantes, las propiedades son capaces de cambiar los tipos de valores " +"libremente.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var foo = 2 # foo es dinámicamente un entero\n" +"foo = \"¡Ahora foo es una string!\"\n" +"foo = Reference.new() # foo es un objeto\n" +"var bar: int = 2 # bar es estáticamente un entero.\n" +"# bar = \"¡Uh oh, no puedo hacer que las variables estáticamente escritas se " +"conviertan en un tipo diferente!\"\n" +"[/gdscript]\n" +"[csharp]\n" +"// C# Es de tipado estático. Una vez que una variable tiene un tipo de datos " +"establecido, este no podrá ser cambiado más adelante. Puedes utilizar la " +"palabra clave `var` para dejar que el compilador deduzca el tipo de datos de " +"la variable automáticamente.\n" +"var foo = 2; // foo es un entero (int) de 32 bits. Ten cuidado, los números " +"enteros en GDScript son de 64 bits y su equivalente directo en C# es `long`.\n" +"// foo = \"foo fue y siempre será un entero, por lo tanto no se puede " +"convertir en una string\";\n" +"var boo = \"¡boo es una string!\";\n" +"var referencia = new RefCounted(); //`var` es especialmente útil cuando se " +"utiliza junto con un constructor.\n" +"\n" +"// Godot también provee un tipo de variante que funciona como una unión para " +"todos los tipos de datos que son compatibles con Variant.\n" +"Variant mivariable = 2; // mivariable es dinámicamente un entero (almacenado " +"como un `long` dentro de la variante).\n" +"mivariable = \"¡Ahora mivariable es una string!\";\n" +"mivariable = new RefCounted(); // mivariable es un objeto de tipo " +"GodotObject.\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Godot hace un seguimiento de todas las variables de la API de scripting " +"dentro de variantes. Sin siquiera darte cuenta, utilizas las variantes todo " +"el tiempo. Cuando un determinado lenguaje aplica sus propias reglas para " +"mantener los datos escritos, entonces ese lenguaje está aplicando su propia " +"lógica personalizada sobre las bases de API de scripting basada en " +"variantes.\n" +"- GDScript envuelve automáticamente los valores en ellos. Mantiene todos los " +"datos de las variables en variantes simples de forma predeterminada y luego, " +"opcionalmente, aplica reglas de escritura estática personalizadas en los " +"tipos de variables.\n" +"- C# es de tipado estático, pero utiliza su propia implementación del tipo " +"Variant en lugar de utilizar la clase [Variant] de Godot cuando se necesita " +"representar un valor dinámico. A una variante en C# se le puede asignar " +"implícitamente cualquier tipo compatible, pero convertirla requiere un cast " +"específico.\n" +"La función global [method @GDScript.typeof] devuelve el valor enumerado del " +"tipo de variante almacenado en la variable actual (véase [enum Variant." +"Type]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var foo = 2\n" +"match typeof(foo):\n" +" TYPE_NIL:\n" +" print(\"foo es nulo (null)\")\n" +" TYPE_INTEGER:\n" +" print(\"foo es un entero\")\n" +" TYPE_OBJECT:\n" +" # Tenga en cuenta que los objetos son su propia categoría especial.\n" +" # Para obtener el nombre del tipo de objeto subyacente, necesitas el " +"método `get_class()`.\n" +" print(\"foo es un(a) %s\" % foo.get_class()) # Inyecta el nombre de " +"la clase en una string formateada.\n" +" # Ten presente que el método `get_class()` no toma en cuenta el valor " +"del identificador global`class_name` de un script.\n" +" # Si necesitas obtener ese valor debes usar `foo.get_script()." +"get_global_name()`\n" +"[/gdscript]\n" +"[csharp]\n" +"Variant foo = 2;\n" +"switch (foo.VariantType)\n" +"{\n" +" case Variant.Type.Nil:\n" +" GD.Print(\"foo es nulo (null)\");\n" +" break;\n" +" case Variant.Type.Int:\n" +" GD.Print(\"foo es un entero\");\n" +" break;\n" +" case Variant.Type.Object:\n" +" // Tenga en cuenta que los objetos son su propia categoría especial.\n" +" // Puedes convertir una variante a un objeto de tipo GodotObject y " +"usar la reflección para obtener su nombre.\n" +" GD.Print($\"foo es un(a) {foo.AsGodotObject().GetType().Name}\");\n" +" break;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Una variante sólo ocupa 20 bytes y puede almacenar casi cualquier tipo de " +"dato del motor en su interior. Las variantes rara vez se utilizan para " +"mantener información durante largos períodos de tiempo. En cambio, se " +"utilizan principalmente para la comunicación, la edición, la serialización y " +"el desplazamiento de datos.\n" +"Godot ha invertido específicamente en hacer que su clase Variant sea lo más " +"flexible posible; tanto es así que se utiliza para una multitud de " +"operaciones para facilitar la comunicación entre todos los sistemas de " +"Godot.\n" +"Una variante:\n" +"- Puede almacenar casi cualquier tipo de datos.\n" +"- Puede realizar operaciones entre muchas variantes. GDScript utiliza " +"[Variant] como su tipo de dato atómico/nativo.\n" +"- Puede ser \"hashed\", por lo que puede ser comparado rápidamente con otras " +"variantes.\n" +"- Puede ser usado para convertir con seguridad entre tipos de datos.\n" +"- Puede ser usado para abstraer métodos que están siendo llamados y sus " +"argumentos. Godot exporta todas sus funciones a través de variantes.\n" +"- Puede utilizarse para diferir llamadas o mover datos entre hilos.\n" +"- Puede ser serializado como binario y ser almacenado en el disco, o " +"transferido a través de la red.\n" +"- Puede ser serializado como texto y ser usado para imprimir valores y " +"configuraciones editables.\n" +"- Puede funcionar como una propiedad exportada, de modo que el editor puede " +"editarla globalmente.\n" +"- Puede ser usado para diccionarios, arrays, parsers, etc.\n" +"[b]Los contenedores (Array y Dictionary):[/b] Ambos están implementados " +"utilizando variantes. Un [Dictionary] puede hacer coincidir cualquier tipo de " +"datos utilizado como clave con cualquier otro tipo de datos. Un [Array] sólo " +"contiene una arreglo de variantes. Por supuesto, una variante también puede " +"contener un [Dictionary] y un [Array] en su interior, lo que lo hace aún más " +"flexible.\n" +"Las modificaciones a un contenedor modificarán todas las referencias que " +"apuntan hacia él. Debe crearse un [Mutex] para bloquearla si desea un acceso " +"multihilo." + +msgid "Variant class introduction" +msgstr "Introducción a la clase Variant" msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." diff --git a/engine/doc/translations/fr.po b/engine/doc/translations/fr.po index 11720842..8f526aaa 100644 --- a/engine/doc/translations/fr.po +++ b/engine/doc/translations/fr.po @@ -5238,33 +5238,6 @@ msgstr "" "important du CPU et plus de risques de craquements audio si le CPU n'est pas " "assez puissant." -msgid "" -"The sample rate to use (in Hz). Higher values are more demanding for the CPU " -"to generate, but result in better quality.\n" -"In games, common sample rates in use are [code]11025[/code], [code]16000[/" -"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " -"[code]48000[/code].\n" -"According to the [url=https://en.wikipedia.org/wiki/" -"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" -"url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " -"generating lower-pitched sounds such as voices, lower sample rates such as " -"[code]32000[/code] or [code]22050[/code] may be usable with no loss in " -"quality." -msgstr "" -"Le taux d'échantillonnage à utiliser (en Hz). Les valeurs plus élevées " -"demandent plus de puissant de CPU, mais cela produit une meilleure qualité.\n" -"Dans les jeux, les taux d'échantillonnage courants sont [code]11025[/code], " -"[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/" -"code], et [code]48000[/code].\n" -"D'après le [url=https://fr.wikipedia.org/wiki/" -"Th%C3%A9or%C3%A8me_d'%C3%A9chantillonnage]Théorème d'échantillonnage[/url], " -"il n'y a aucune différence de qualité pour l'audition humaine au-delà de 40 " -"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 000 " -"Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que les " -"voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] ou " -"[code]22050[/code] peuvent être utilisables sans perte de qualité audible." - msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Joue les sons générés avec [AudioStreamGenerator]." @@ -13327,7 +13300,12 @@ msgid "" "var interface = XRServer.find_interface(\"Native mobile\")\n" "if interface and interface.initialize():\n" " get_viewport().use_xr = true\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/" +"enable_accelerometer], [member ProjectSettings.input_devices/sensors/" +"enable_gravity], [member ProjectSettings.input_devices/sensors/" +"enable_gyroscope] and [member ProjectSettings.input_devices/sensors/" +"enable_magnetometer] must be enabled." msgstr "" "Il s'agit d'une implémentation VR mobile générique où vous devez fournir des " "détails sur le téléphone et le casque utilisés. Il ne repose sur aucune " @@ -13342,7 +13320,12 @@ msgstr "" "var interface = XRServer.find_interface(\"Native mobile\")\n" "if interface and interface.initialize():\n" " get_viewport().use_xr = true\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note :[/b] Pour Android, [member ProjectSettings.input_devices/sensors/" +"enable_accelerometer], [member ProjectSettings.input_devices/sensors/" +"enable_gravity], [member ProjectSettings.input_devices/sensors/" +"enable_gyroscope] et [member ProjectSettings.input_devices/sensors/" +"enable_magnetometer] doivent être activés." msgid "" "The distance between the display and the lenses inside of the device in " @@ -15975,20 +15958,6 @@ msgstr "" "Si [code]true[/code], envoie des événements d'entrée tactile lorsque vous " "cliquez ou faites glisser la souris." -msgid "" -"The locale to fall back to if a translation isn't available in a given " -"language. If left empty, [code]en[/code] (English) will be used." -msgstr "" -"Le langage de repli si une traduction n'est pas disponible dans une langue " -"donnée. Si laissé vide, [code]en[/code] (anglais) sera utilisé." - -msgid "" -"If non-empty, this locale will be used when running the project from the " -"editor." -msgstr "" -"Si n'est pas vide, ce langage sera utilisé lors du lancement du projet depuis " -"l'éditeur." - msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." diff --git a/engine/doc/translations/ga.po b/engine/doc/translations/ga.po index 9f13246c..7fc4e8af 100644 --- a/engine/doc/translations/ga.po +++ b/engine/doc/translations/ga.po @@ -14656,34 +14656,6 @@ msgstr "" "tapúla, rud a fhágann go n-úsáidtear LAP méadaithe agus go mbeidh riosca níos " "mó ann maidir le scoilteadh fuaime mura féidir leis an LAP coinneáil suas." -msgid "" -"The sample rate to use (in Hz). Higher values are more demanding for the CPU " -"to generate, but result in better quality.\n" -"In games, common sample rates in use are [code]11025[/code], [code]16000[/" -"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " -"[code]48000[/code].\n" -"According to the [url=https://en.wikipedia.org/wiki/" -"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" -"url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " -"generating lower-pitched sounds such as voices, lower sample rates such as " -"[code]32000[/code] or [code]22050[/code] may be usable with no loss in " -"quality." -msgstr "" -"An ráta samplach le húsáid (i Hz). Tá níos mó éileamh ar an LAP luachanna " -"níos airde a ghiniúint, ach bíonn cáilíocht níos fearr mar thoradh orthu.\n" -"I gcluichí, is iad na rátaí samplacha coitianta atá in úsáid ná [code]11025[/" -"code], [code]16000[/code], [code]22050[/code], [code]32000[/code], " -"[code]44100[/code], agus [code]48000[/code].\n" -"De réir [url=https://en.wikipedia.org/wiki/" -"Nyquist%E2%80%93Shannon_sampling_theorem]teoirim samplála Nyquist-Shannon[/" -"url], níl aon difríocht cháilíochta ann d’éisteacht an duine nuair a théann " -"sé thar 40,000 Hz ( mar ní féidir leis an gcuid is mó daoine ach suas le " -"~20,000 Hz a chloisteáil, níos lú go minic). Má tá tú ag giniúint fuaimeanna " -"níos ísle ar nós guthanna, d’fhéadfadh go mbeadh rátaí samplaí níos ísle mar " -"[code]32000[/code] nó [code]22050[/code] inúsáidte gan aon chaillteanas " -"cáilíochta." - msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Seinn ar ais fuaime ginte ag baint úsáide as [AudioStreamGenerator]." @@ -16799,29 +16771,6 @@ msgstr "" "Más [code]true[/code], rindreáiltear an réad ar an méid céanna beag beann ar " "achar." -msgid "" -"If [code]true[/code], enables the vertex grow setting. This can be used to " -"create mesh-based outlines using a second material pass and its [member " -"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" -"[b]Note:[/b] Vertex growth cannot create new vertices, which means that " -"visible gaps may occur in sharp corners. This can be alleviated by designing " -"the mesh to use smooth normals exclusively using [url=https://wiki.polycount." -"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " -"authoring software. In this case, grow will be able to join every outline " -"together, just like in the original mesh." -msgstr "" -"Más rud é [code]true[/code], cumasaítear socrú fáis an rinn. Is féidir é seo " -"a úsáid chun imlíne mogalra-bhunaithe a chruthú trí úsáid a bhaint as dara " -"pas ábhair agus a [member culll_mode] socraithe go [CULL_FRONT leanúnach]. " -"Féach freisin [ball grow_amount].\n" -"[b]Nóta:[/b] Ní féidir le fás rinn nua a chruthú, rud a chiallaíonn go " -"bhféadfadh bearnaí infheicthe a bheith i gcoirnéil ghéar. Is féidir é seo a " -"mhaolú trí mhogalra a dhearadh chun normanna míne a úsáid go heisiach ag " -"baint úsáide as [url=https://wiki.polycount.com/wiki/" -"Face_weighted_normals]normáltacht ualaithe aghaidh[/url] sna bogearraí " -"údaraithe 3D. Sa chás seo, beidh fás in ann gach imlíne a cheangal le chéile, " -"díreach mar a bhí sa mhogalra bunaidh." - msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." @@ -21345,31 +21294,6 @@ msgstr "" "[b]Nóta:[/b] níl éifeacht ag [leithead param] ach amháin má tá " "[code]bréagach[/code] ar [param líonta]." -msgid "" -"Draws a dashed line from a 2D point to another, with a given color and width. " -"See also [method draw_multiline] and [method draw_polyline].\n" -"If [param width] is negative, then a two-point primitives will be drawn " -"instead of a four-point ones. This means that when the CanvasItem is scaled, " -"the line parts will remain thin. If this behavior is not desired, then pass a " -"positive [param width] like [code]1.0[/code].\n" -"If [param antialiased] is [code]true[/code], half transparent \"feathers\" " -"will be attached to the boundary, making outlines smooth.\n" -"[b]Note:[/b] [param antialiased] is only effective if [param width] is " -"greater than [code]0.0[/code]." -msgstr "" -"Tarraingíonn sé líne bhriste ó phointe 2T go pointe eile, le dath agus " -"leithead tugtha. Féach freisin [method draw_multiline] agus [method " -"draw_polyline].\n" -"Má tá [leithead param] diúltach, ansin tarraingeofar primitives dhá phointe " -"in ionad cinn ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an " -"CanvasItem scálaithe, fanfaidh na codanna líne tanaí. Mura bhfuil an t-iompar " -"seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le " -"[code]1.0[/code].\n" -"Má tá [param antialiased] [code]true[/code], beidh “cleití” leath " -"thrédhearcacha ceangailte den teorainn, ag déanamh imlíne míne.\n" -"[b]Nóta:[/b] níl éifeacht ag [param antialiased] ach amháin má tá [leithead " -"an pharam] níos mó ná [code]0.0[/code]." - msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " @@ -21412,23 +21336,6 @@ msgstr "" "dst.a = modhnú.a + dst.a* (1.0 - modhnú.a);\n" "[/codeblock]" -msgid "" -"Draws a line from a 2D point to another, with a given color and width. It can " -"be optionally antialiased. See also [method draw_multiline] and [method " -"draw_polyline].\n" -"If [param width] is negative, then a two-point primitive will be drawn " -"instead of a four-point one. This means that when the CanvasItem is scaled, " -"the line will remain thin. If this behavior is not desired, then pass a " -"positive [param width] like [code]1.0[/code]." -msgstr "" -"Tarraingíonn sé líne ó phointe 2T go pointe eile, le dath agus leithead " -"tugtha. Is féidir é a antialiased go roghnach. Féach freisin [method " -"draw_multiline] agus [method draw_polyline].\n" -"Má tá [leithead an pharame] diúltach, tarraingeofar primitive dhá phointe in " -"ionad pointe ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an CanvasItem " -"scálaithe, fanfaidh an líne tanaí. Mura bhfuil an t-iompar seo inmhianaithe, " -"ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code]." - msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." @@ -28674,9 +28581,6 @@ msgstr "" "eile in áit [method Viewport.gui_is_drag_successful].\n" "Is fearr é a úsáid le [nód seasmhach.NOTIFICATION_DRAG_END]." -msgid "Returns [code]true[/code] if layout is right-to-left." -msgstr "Filleann sé [code]true[/code] má tá an leagan amach ó dheas go clé." - msgid "Give up the focus. No other control will be able to receive input." msgstr "Tabhair suas an fócas. Ní bheidh aon rialú eile in ann ionchur a fháil." @@ -29160,13 +29064,6 @@ msgstr "" "athraítear a íosmhéid ingearach le bheith níos mó ná a mhéid reatha, toisc go " "gcaithfidh an rialú a bheith ar a laghad ar a laghad i gcónaí." -msgid "" -"Controls layout direction and text writing direction. Right-to-left layouts " -"are necessary for certain languages (e.g. Arabic and Hebrew)." -msgstr "" -"Rialaíonn sé treo leagan amach agus treo scríobh téacs. Tá leagan amach ó " -"dheas go clé riachtanach do theangacha áirithe (m.sh. Araibis agus Eabhrais)." - msgid "" "If [code]true[/code], automatically converts code line numbers, list indices, " "[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the " @@ -29709,9 +29606,6 @@ msgstr "" "ardáin deisce/gréasáin nuair atá [member ProjectSettings.input_devices/" "pointing/emulate_touch_from_mouse] cumasaithe." -msgid "Sent when control layout direction is changed." -msgstr "Seolta nuair a athraítear treo leagan amach an rialaithe." - msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." @@ -30120,9 +30014,6 @@ msgstr "" "Treo leagan amach uathoibríoch, arna chinneadh ó threoir leagan amach an " "rialaithe tuismitheora." -msgid "Automatic layout direction, determined from the current locale." -msgstr "Treo leagan amach uathoibríoch, arna chinneadh ón locale reatha." - msgid "Left-to-right layout direction." msgstr "Treo leagan amach ó chlé go deas." @@ -52849,14 +52740,6 @@ msgstr "" "An t-uaslíon céimeanna le haghaidh machnaimh scáileáin-spás. Tá luachanna " "níos airde níos moille." -msgid "" -"The default exposure used for tonemapping. Higher values result in a brighter " -"image. See also [member tonemap_white]." -msgstr "" -"An nochtadh réamhshocraithe a úsáidtear le haghaidh tonmapála. Bíonn íomhá " -"níos gile mar thoradh ar luachanna níos airde. Féach freisin [ball " -"tonemap_white]." - msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " "values to be suitable for rendering on an LDR display. (Godot doesn't support " @@ -53135,39 +53018,6 @@ msgstr "" msgid "Use the [Sky] for reflections regardless of what the background is." msgstr "Bain úsáid as an [Spéir] le haghaidh machnaimh is cuma cad é an cúlra." -msgid "" -"Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified. This can cause bright lighting to look blown out, with noticeable " -"clipping in the output colors." -msgstr "" -"Oibreoir tonmapper líneach. Léann sé na sonraí líneacha agus cuireann sé ar " -"aghaidh iad gan mhodhnú. D'fhéadfadh sé seo a bheith ina chúis le soilsiú " -"geal breathnú séidte amach, le clipping suntasach sna dathanna aschuir." - -msgid "" -"Filmic tonemapper operator. This avoids clipping bright highlights, with a " -"resulting image that usually looks more vivid than [constant " -"TONE_MAPPER_REINHARDT]." -msgstr "" -"Oibreoir tonmapper scannán. Seachnaíonn sé seo buaicphointí geala a " -"ghearradh, le híomhá mar thoradh air a bhíonn níos beoga ná " -"[TONE_MAPPER_REINHARDT leanúnach]." - -msgid "" -"Use the Academy Color Encoding System tonemapper. ACES is slightly more " -"expensive than other options, but it handles bright lighting in a more " -"realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " -"[constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." -msgstr "" -"Úsáid tonmapper Córas Ionchódaithe Dath an Acadaimh. Tá ACES beagán níos " -"costasaí ná roghanna eile, ach láimhseálann sé soilsiú geal ar bhealach níos " -"réadúla trína dhísháithiú de réir mar a éiríonn sé níos gile. Is gnách go " -"mbíonn aschur níos codarsnachta ag ACES i gcomparáid le " -"[TONE_MAPPER_REINHARDT leanúnach] agus [TONE_MAPPER_FILMIC leanúnach].\n" -"[b]Nóta:[/b] Tugtar \"ACES Fitted\" ar an oibreoir tonmapála seo in Godot 3.x." - msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." @@ -61993,31 +61843,6 @@ msgstr "" msgid "Reads one chunk from the response." msgstr "Léann sé smután amháin ón bhfreagra." -msgid "" -"Sends a raw request to the connected host.\n" -"The URL parameter is usually just the part after the host, so for " -"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. " -"When sending requests to an HTTP proxy server, it should be an absolute URL. " -"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " -"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " -"authority component ([code]host:port[/code]).\n" -"Headers are HTTP request headers. For available HTTP methods, see [enum " -"Method].\n" -"Sends the body data raw, as a byte array and does not encode it in any way." -msgstr "" -"Seoltar iarratas amh chuig an óstach nasctha.\n" -"Is gnách gurb é an paraiméadar URL díreach an chuid tar éis an óstaigh, mar " -"sin le haghaidh [code] https://somehost.com/index.php[/code], is é [code]/" -"index.php[/code] é. Agus iarratais á seoladh chuig seachfhreastalaí HTTP, ba " -"cheart gur URL iomlán é. Le haghaidh [iarratas leanúnach HTTPClient." -"METHOD_OPTIONS], ceadaítear [code]*[/code] freisin. I gcás [iarratas " -"leanúnach HTTPClient.METHOD_CONNECT], ba cheart go mbeadh sé mar chomhpháirt " -"údaráis ([code]óstach:port[/code]).\n" -"Is ceanntásca iarratais HTTP iad na ceanntásca. Le haghaidh modhanna HTTP atá " -"ar fáil, féach [Modh enum].\n" -"Seolann an corp sonraí amh, mar eagar beart agus ní ionchódaíonn sé ar " -"bhealach ar bith." - msgid "" "Sets the proxy server for HTTP requests.\n" "The proxy server is unset if [param host] is empty or [param port] is -1." @@ -64295,20 +64120,6 @@ msgstr "" "rochtain a fháil ar na cineálacha acmhainní díorthaithe. Féach freisin " "[Uigeacht3D]." -msgid "" -"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image." -"create] for the expected data format. The first image decides the width, " -"height, image format and mipmapping setting. The other images [i]must[/i] " -"have the same width, height, image format and mipmapping setting.\n" -"Each [Image] represents one [code]layer[/code]." -msgstr "" -"Cruthaíonn [ImageTextureLayered] ó raon [Image]s. Féach ar [method Image." -"create] don fhormáid sonraí a bhfuiltear ag súil léi. Socraíonn an chéad " -"íomhá leithead, airde, formáid na híomhá agus an suíomh mipmapping. Caithfidh " -"an leithead céanna, an airde, an fhormáid íomhá agus an socrú mipmapping a " -"bheith ag na híomhánna eile [i][/i].\n" -"Léiríonn gach [Íomhá] [code]ciseal[/code] amháin." - msgid "" "Replaces the existing [Image] data at the given [param layer] with this new " "image.\n" @@ -64613,25 +64424,6 @@ msgstr "" "is féidir é seo a bheith úsáideach i gcásanna ardchéime nuair is mian leat " "smacht beacht a bheith agat ar uainiú láimhseáil imeachtaí." -msgid "" -"Returns the acceleration in m/s² of the device's accelerometer sensor, if the " -"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"Note this method returns an empty [Vector3] when running from the editor even " -"when your device has an accelerometer. You must export your project to a " -"supported device to read values from the accelerometer.\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"Filleann sé an luasghéarú ina m/s² de bhraiteoir méadair luasghéaraithe na " -"feiste, má tá ceann ag an ngléas. Seachas sin, filleann an modh [Vector3.ZERO " -"seasmhach].\n" -"Tabhair faoi deara go dtugann an modh seo [Veicteoir3] folamh ar ais agus tú " -"ag rith ón eagarthóir fiú nuair a bhíonn méadair luasghéaraithe ag do ghléas. " -"Ní mór duit do thionscadal a easpórtáil chuig gléas tacaithe chun luachanna a " -"léamh ón méadair luasghéaraithe.\n" -"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, " -"filleann sé i gcónaí [Vector3.ZERO tairiseach]." - msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use [method " @@ -64690,31 +64482,6 @@ msgstr "" "Seoltar ar ais an cruth cúrsóra atá sannta faoi láthair (féach [enum " "CursorShape])." -msgid "" -"Returns the gravity in m/s² of the device's accelerometer sensor, if the " -"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"Filleann an domhantarraingt ina m/s² de bhraiteoir méadair luasghéaraithe na " -"feiste, má tá ceann ag an bhfeiste. Seachas sin, filleann an modh [Vector3." -"ZERO seasmhach].\n" -"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, " -"filleann sé i gcónaí [Vector3.ZERO tairiseach]." - -msgid "" -"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the " -"gyroscope sensor, if the device has one. Otherwise, the method returns " -"[constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"Filleann sé an ráta rothlaithe ina rad/s timpeall ar aiseanna X, Y, agus Z an " -"bhraiteora gíreascóip, má tá ceann ag an bhfeiste. Seachas sin, filleann an " -"modh [Vector3.ZERO seasmhach].\n" -"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, " -"filleann sé i gcónaí [Vector3.ZERO tairiseach]." - msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoyAxis])." @@ -64762,19 +64529,6 @@ msgstr "" "ghiodam a sholáthar, ní ríomhtar treoluas luiche ach amháin gach 0.1s. Mar " "sin, beidh moill ar ghluaiseachtaí luiche ag treoluas luiche." -msgid "" -"Returns the magnetic field strength in micro-Tesla for all axes of the " -"device's magnetometer sensor, if the device has one. Otherwise, the method " -"returns [constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"Tugann sé ar ais neart an réimse mhaighnéadaigh i micrea-Tesla do gach " -"aiseanna de bhraiteoir maighnéadiméadar an fheiste, má tá ceann ag an " -"bhfeiste. Seachas sin, filleann an modh [Vector3.ZERO seasmhach].\n" -"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, " -"filleann sé i gcónaí [Vector3.ZERO tairiseach]." - msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together. Equivalent to [method " @@ -73172,36 +72926,6 @@ msgstr "" msgid "Generic mobile VR implementation." msgstr "Cur i bhfeidhm cineálach VR soghluaiste." -msgid "" -"This is a generic mobile VR implementation where you need to provide details " -"about the phone and HMD used. It does not rely on any existing framework. " -"This is the most basic interface we have. For the best effect, you need a " -"mobile phone with a gyroscope and accelerometer.\n" -"Note that even though there is no positional tracking, the camera will assume " -"the headset is at a height of 1.85 meters. You can change this by setting " -"[member eye_height].\n" -"You can initialize this interface as follows:\n" -"[codeblock]\n" -"var interface = XRServer.find_interface(\"Native mobile\")\n" -"if interface and interface.initialize():\n" -" get_viewport().use_xr = true\n" -"[/codeblock]" -msgstr "" -"Is cur i bhfeidhm cineálach VR soghluaiste é seo nuair is gá duit sonraí a " -"sholáthar faoin bhfón agus faoin HMD a úsáidtear. Níl sé ag brath ar aon " -"chreat atá ann cheana féin. Is é seo an comhéadan is bunúsaí atá againn. Chun " -"an éifeacht is fearr a fháil, is gá duit fón póca le gyroscope agus méadair " -"luasghéaraithe.\n" -"Tabhair faoi deara, cé nach bhfuil aon rianú suímh ann, glacfaidh an ceamara " -"leis go bhfuil an headset ag airde 1.85 méadar. Is féidir leat é seo a athrú " -"trí [member eye_height] a shocrú.\n" -"Is féidir leat an comhéadan seo a thúsú mar seo a leanas:\n" -"[codeblock]\n" -"var interface = XRServer.find_interface(\"fón póca dúchais\")\n" -"má tá comhéadan agus interface.initialize():\n" -" get_viewport().use_xr = fíor\n" -"[/codeblock]" - msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." @@ -89622,10 +89346,6 @@ msgstr "" "le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le " "haghaidh [code]arr .slice(0, arr.size() - 2)[/code])." -msgid "Returns a [PackedByteArray] with each string encoded as bytes." -msgstr "" -"Filleann sé [PackedByteArray] le gach teaghrán ionchódaithe mar bhearta." - msgid "" "Returns a new [PackedStringArray] with contents of [param right] added at the " "end of this array. For better performance, consider using [method " @@ -90560,13 +90280,6 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "[Uigeacht2D] le cur i bhfeidhm ar an [PanoramaSkyMaterial]." -msgid "" -"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " -"implementation may change in the future." -msgstr "" -"Tá sé i gceist an nód seo a chur in ionad [ParallaxBackground] agus " -"[ParallaxLayer]. Féadfaidh an cur i bhfeidhm athrú sa todhchaí." - msgid "A node used to create a parallax scrolling background." msgstr "Nód a úsáidtear chun cúlra scrollaithe parallax a chruthú." @@ -102232,13 +101945,6 @@ msgstr "" "déanaí, déan cinnte go bhfuil cead ag apps rochtain a fháil ar an micreafón i " "socruithe príobháideachais an OS." -msgid "" -"The mixing rate used for audio (in Hz). In general, it's better to not touch " -"this and leave it to the host operating system." -msgstr "" -"An ráta measctha a úsáidtear le haghaidh fuaime (i Hz). Go ginearálta, tá sé " -"níos fearr gan teagmháil seo agus é a fhágáil ar an gcóras oibriúcháin óstach." - msgid "" "Safer override for [member audio/driver/mix_rate] in the Web platform. Here " "[code]0[/code] means \"let the browser choose\" (since some browsers do not " @@ -105263,23 +104969,6 @@ msgstr "" "tionscadail d'aois atá ag brath ar an sean-loighic, gan athruithe ar an " "script." -msgid "" -"Specifies the tablet driver to use. If left empty, the default driver will be " -"used.\n" -"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" -"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url]." -msgstr "" -"Sonraíonn sé an tiománaí táibléid le húsáid. Má fhágtar folamh é, úsáidfear " -"an tiománaí réamhshocraithe.\n" -"[b]Nóta:[/b] Is féidir an tiománaí atá in úsáid a shárú ag am rite tríd an " -"[code] --tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html]argóint líne ordaithe[ /url]." - -msgid "Override for [member input_devices/pen_tablet/driver] on Windows." -msgstr "" -"Sáraigh le haghaidh [member input_devices/pen_tablet/driver] ar Windows." - msgid "" "If [code]true[/code], long press events on an Android touchscreen are " "transformed into right click events." @@ -105317,39 +105006,6 @@ msgstr "" "Más [code]true[/code], seolann sé imeachtaí ionchuir tadhaill nuair a " "chliceálann tú nó nuair a tharraingíonn tú an luch." -msgid "" -"The locale to fall back to if a translation isn't available in a given " -"language. If left empty, [code]en[/code] (English) will be used." -msgstr "" -"An locale le titim ar ais chuige mura bhfuil aistriúchán ar fáil i dteanga ar " -"leith. Má fhágtar folamh é, úsáidfear [code]en[/code] (Béarla)." - -msgid "" -"If [code]true[/code], text server break iteration rule sets, dictionaries and " -"other optional data are included in the exported project.\n" -"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes " -"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as " -"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line " -"breaking rules. Data is about 4 MB large.\n" -"[b]Note:[/b] \"Fallback\" text server does not use additional data." -msgstr "" -"Más [code]true[/code], tá tacair rialacha atriallta briseadh an fhreastalaí " -"téacs, foclóirí agus sonraí roghnacha eile san áireamh sa tionscadal " -"easpórtáilte.\n" -"[b]Nóta:[/b] Áirítear le sonraí freastalaí téacs \"ICU / HarfBuzz / " -"Graphite\" foclóirí le haghaidh Burmais, Sínise, Seapáinise, Ciméiris, Lao " -"agus Téalainnis chomh maith le Focal agus líne Unicode Standard Iarscríbhinn " -"#29 agus Unicode Standard Annex #14 rialacha a bhriseadh. Tá na sonraí thart " -"ar 4 MB mór.\n" -"[b]Nóta:[/b] Ní úsáideann freastalaí téacs \"Tilleadh ar ais\" sonraí breise." - -msgid "" -"If non-empty, this locale will be used when running the project from the " -"editor." -msgstr "" -"Mura bhfuil sé folamh, bainfear úsáid as an locale seo agus an tionscadal á " -"rith ón eagarthóir." - msgid "" "Double vowels in strings during pseudolocalization to simulate the " "lengthening of text due to localization." @@ -105366,18 +105022,6 @@ msgstr "" "[code]0.3[/code] don chuid is mó de na críocha praiticiúla, agus méadóidh sé " "fad gach téad 30%." -msgid "" -"If [code]true[/code], emulate bidirectional (right-to-left) text when " -"pseudolocalization is enabled. This can be used to spot issues with RTL " -"layout and UI mirroring that will crop up if the project is localized to RTL " -"languages such as Arabic or Hebrew." -msgstr "" -"Más [code]true[/code], aithris a dhéanamh ar théacs déthreoch (ar dheis go " -"clé) nuair a bhíonn pseudólúchán cumasaithe. Is féidir é seo a úsáid chun " -"fadhbanna a aithint maidir le leagan amach RTL agus scáthánú Chomhéadain a " -"thiocfaidh chun cinn má tá an tionscadal logánta do theangacha RTL ar nós " -"Araibis nó Eabhrais." - msgid "" "Replace all characters in the string with [code]*[/code]. Useful for finding " "non-localizable strings." @@ -105425,11 +105069,6 @@ msgstr "" "tionscadal. Chun pseudolocalization a scoránaigh ag am rite, úsáid [member " "TranslationServer.pseudolocalization_enabled] ina ionad sin." -msgid "" -"Force layout direction and text writing direction to RTL for all controls." -msgstr "" -"Fórsa treo leagan amach agus treo scríobh téacs chuig RTL do gach rialú." - msgid "" "If [code]true[/code], root node will use [constant Node." "AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node." @@ -105448,37 +105087,6 @@ msgstr "" msgid "Root node default layout direction." msgstr "Fréamh nód treo leagan amach réamhshocraithe." -msgid "" -"Specifies the [TextServer] to use. If left empty, the default will be used.\n" -"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " -"right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " -"typesetting and complex scripts.\n" -"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" -"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url].\n" -"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, " -"which disables all text rendering and font-related functionality. This driver " -"is not listed in the project settings, but it can be enabled when running the " -"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]command line argument[/url]." -msgstr "" -"Sonraítear an [TextServer] le húsáid. Má fhágtar folamh é, úsáidfear an " -"réamhshocrú.\n" -"Is é \"ICU / HarfBuzz / Graphite\" an tiománaí téacs is airde chun cinn, a " -"thacaíonn le clóchuradóireacht dheis go clé agus scripteanna casta (do " -"theangacha mar Araibis, Eabhrais, etc.). Ní thacaíonn an tiománaí téacs " -"\"Fallback\" le clóchuradóireacht dheis go clé agus le scripteanna casta.\n" -"[b]Nóta:[/b] Is féidir an tiománaí atá in úsáid a shárú ag am rite tríd an " -"[code] --text-driver[/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html]argóint líne ordaithe[ /url].\n" -"[b]Nóta:[/b] Tá tiománaí téacs breise [code] Caochadán[/code] ar fáil, a " -"dhíchumasaíonn gach rindreáil téacs agus feidhmiúlacht a bhaineann le cló. " -"Níl an tiománaí seo liostaithe i socruithe an tionscadail, ach is féidir é a " -"chumasú agus an t-eagarthóir nó an tionscadal á rith ag baint úsáide as an " -"[code] --text-driver Caochadán[/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html] argóint na n-orduithe[/url]." - msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." @@ -107515,18 +107123,6 @@ msgstr "" "mhothú comhchosúil, ní mór duit do luachanna taise a athrú freisin. Níl an t-" "athrú riachtanach seo comhréireach agus tá sé éagsúil ó chás go cás." -msgid "" -"If [code]true[/code], the 3D physics server runs on a separate thread, making " -"better use of multi-core CPUs. If [code]false[/code], the 3D physics server " -"runs on the main thread. Running the physics server on a separate thread can " -"increase performance, but restricts API access to only physics process." -msgstr "" -"Más [code]true[/code], ritheann an freastalaí fisice 3D ar snáithe ar leith, " -"ag baint úsáide níos fearr as CPUanna illárnacha. Má tá [code]false[/code], " -"ritheann an freastalaí fisice 3D ar an bpríomhshnáithe. Is féidir feidhmíocht " -"a mhéadú má ritheann an freastalaí fisice ar snáithe ar leith, ach cuireann " -"sé srian le rochtain API ar phróiseas fisice amháin." - msgid "" "Threshold angular velocity under which a 3D physics body will be considered " "inactive. See [constant PhysicsServer3D." @@ -108154,34 +107750,6 @@ msgstr "" "méid atá socraithe. Socraigh méid níos mó le haghaidh ceo níos mionsonraithe, " "socraigh méid níos lú le haghaidh feidhmíochta níos fearr." -msgid "" -"Sets the driver to be used by the renderer when using the Compatibility " -"renderer. This property can not be edited directly, instead, set the driver " -"using the platform-specific overrides." -msgstr "" -"Socraíonn sé an tiománaí le húsáid ag an rindreálaí agus an rindreálaí " -"Comhoiriúnachta á úsáid. Ní féidir an mhaoin seo a chur in eagar go díreach, " -"ina ionad sin, socraigh an tiománaí ag baint úsáide as na sáruithe atá " -"sainiúil don ardán." - -msgid "Android override for [member rendering/gl_compatibility/driver]." -msgstr "Sárú Android le haghaidh [rindreáil ball/gl_compatibility/driver]." - -msgid "iOS override for [member rendering/gl_compatibility/driver]." -msgstr "sáraíonn iOS le haghaidh [rindreáil ball/gl_compatibility/driver]." - -msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]." -msgstr "Sáraíonn LinuxBSD le haghaidh [rindreáil ball/gl_compatibility/driver]." - -msgid "macOS override for [member rendering/gl_compatibility/driver]." -msgstr "sáraíonn macOS le haghaidh [rindreáil ball/gl_compatibility/driver]." - -msgid "Web override for [member rendering/gl_compatibility/driver]." -msgstr "Sárú gréasáin le haghaidh [rendering ball/gl_compatibility/driver]." - -msgid "Windows override for [member rendering/gl_compatibility/driver]." -msgstr "Sáraíonn Windows le haghaidh [rindreáil ball/gl_compatibility/driver]." - msgid "" "If [code]true[/code], the compatibility renderer will fall back to ANGLE if " "native OpenGL is not supported or the device is listed in [member rendering/" @@ -109016,39 +108584,6 @@ msgstr "" "Ag brath ar chastacht na radharc, féadfar an luach seo a ísliú nó b'fhéidir " "go gcaithfí é a ardú." -msgid "Android override for [member rendering/rendering_device/driver]." -msgstr "Sárú Android le haghaidh [rindreáil ball/rendering_device/tiománaí]." - -msgid "iOS override for [member rendering/rendering_device/driver]." -msgstr "sáraíonn iOS le haghaidh [rindreáil ball/rendering_device/driver]." - -msgid "LinuxBSD override for [member rendering/rendering_device/driver]." -msgstr "Sáraíonn LinuxBSD le haghaidh [rendering ball/rendering_device/driver]." - -msgid "macOS override for [member rendering/rendering_device/driver]." -msgstr "sáraíonn macOS le haghaidh [rindreáil ball/rendering_device/tiománaí]." - -msgid "Windows override for [member rendering/rendering_device/driver]." -msgstr "Sáraíonn Windows le haghaidh [rendering ball/rendering_device/driver]." - -msgid "" -"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if " -"Vulkan is not supported.\n" -"[b]Note:[/b] This setting is implemented only on Windows." -msgstr "" -"Más [code]true[/code], titfidh an rindreálaí ar aghaidh ar ais go Direct3D 12 " -"mura dtacaítear le Vulkan.\n" -"[b]Nóta:[/b] Is ar Windows amháin a chuirtear an socrú seo i bhfeidhm." - -msgid "" -"If [code]true[/code], the forward renderer will fall back to Vulkan if " -"Direct3D 12 is not supported.\n" -"[b]Note:[/b] This setting is implemented only on Windows." -msgstr "" -"Más [code]true[/code], titfidh an rindreálaí ar aghaidh ar ais go Vulkan mura " -"dtacaítear le Direct3D 12.\n" -"[b]Nóta:[/b] Is ar Windows amháin a chuirtear an socrú seo i bhfeidhm." - msgid "" "Enable the pipeline cache that is saved to disk if the graphics API supports " "it.\n" @@ -123274,39 +122809,6 @@ msgstr "Sonraigh [Color] ar leith don solas comhthimpeallach." msgid "Disable reflections." msgstr "Díchumasaigh machnaimh." -msgid "" -"Output color as they came in. This can cause bright lighting to look blown " -"out, with noticeable clipping in the output colors." -msgstr "" -"Dath an aschuir de réir mar a tháinig siad isteach. Féadann sé seo a bheith " -"ina chúis le soilsiú geal breathnú séidte amach, le bearradh suntasach sna " -"dathanna aschuir." - -msgid "" -"Use the filmic tonemapper. This avoids clipping bright highlights, with a " -"resulting image that usually looks more vivid than [constant " -"ENV_TONE_MAPPER_REINHARD]." -msgstr "" -"Úsáid an tonmapper scannánach. Seachnaíonn sé seo buaicphointí geala a " -"ghearradh, le híomhá mar thoradh air a bhreathnaíonn níos beoga de ghnáth ná " -"[ENV_TONE_MAPPER_REINHARD]." - -msgid "" -"Use the Academy Color Encoding System tonemapper. ACES is slightly more " -"expensive than other options, but it handles bright lighting in a more " -"realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " -"and [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." -msgstr "" -"Úsáid tonmapper Córas Ionchódaithe Dath an Acadaimh. Tá ACES beagán níos " -"costasaí ná roghanna eile, ach láimhseálann sé soilsiú geal ar bhealach níos " -"réadúla trína dhísháithiú de réir mar a éiríonn sé níos gile. Is gnách go " -"mbíonn aschur níos codarsnachta ag ACES i gcomparáid le " -"[ENV_TONE_MAPPER_REINHARD leanúnach] agus [ENV_TONE_MAPPER_FILMIC " -"leanúnach].\n" -"[b]Nóta:[/b] Tugtar \"ACES Fitted\" ar an oibreoir tonmapála seo in Godot 3.x." - msgid "" "Lowest quality of roughness filter for screen-space reflections. Rough " "materials will not have blurrier screen-space reflections compared to smooth " @@ -144724,21 +144226,6 @@ msgstr "" "Cur i bhfeidhm cúltaca de fhreastalaí téacs Godot, gan tacaíocht do BiDi agus " "leagan amach casta téacs." -msgid "" -"A fallback implementation of Godot's text server. This fallback is faster " -"than [TextServerAdvanced] for processing a lot of text, but it does not " -"support BiDi and complex text layout.\n" -"[b]Note:[/b] This text server is not part of official Godot binaries. If you " -"want to use it, compile the engine with the option " -"[code]module_text_server_fb_enabled=yes[/code]." -msgstr "" -"Cur i bhfeidhm cúltaca de fhreastalaí téacs Godot. Tá an t-aischur seo níos " -"tapúla ná [TextServerAdvanced] chun go leor téacs a phróiseáil, ach ní " -"thacaíonn sé le BiDi agus leagan amach casta téacs.\n" -"[b]Nóta:[/b] Níl an freastalaí téacs seo ina chuid de dhénártaí oifigiúla " -"Godot. Más mian leat é a úsáid, tiomsaigh an t-inneall leis an rogha " -"[code]module_text_server_fb_enabled=tá[/code]." - msgid "A singleton for managing [TextServer] implementations." msgstr "A singleton chun feidhmeanna [TextServer] a bhainistiú." @@ -144932,35 +144419,6 @@ msgstr "" "Acmhainn uigeachta aonair ina bhfuil íomhánna iolracha ar leith. Tá na toisí " "agus an líon céanna leibhéil mipmap ag gach íomhá." -msgid "" -"A Texture2DArray is different from a Texture3D: The Texture2DArray does not " -"support trilinear interpolation between the [Image]s, i.e. no blending. See " -"also [Cubemap] and [CubemapArray], which are texture arrays with specialized " -"cubemap functions.\n" -"A Texture2DArray is also different from an [AtlasTexture]: In a " -"Texture2DArray, all images are treated separately. In an atlas, the regions " -"(i.e. the single images) can be of different sizes. Furthermore, you usually " -"need to add a padding around the regions, to prevent accidental UV mapping to " -"more than one region. The same goes for mipmapping: Mipmap chains are handled " -"separately for each layer. In an atlas, the slicing has to be done manually " -"in the fragment shader.\n" -"To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." -msgstr "" -"Tá Texture2DArray difriúil ó Texture3D: Ní thacaíonn an Texture2DArray le " -"hidirshuíomh trílíneach idir na [Íomhá]s, ie gan chumasc. Féach freisin " -"[Cubemap] agus [CubemapArray], ar eagair uigeachta iad a bhfuil feidhmeanna " -"speisialaithe léarscáile ciúbach acu.\n" -"Tá Texture2DArray difriúil freisin ó [AtlasTexture]: In Texture2DArray, " -"caitear le gach íomhá ar leithligh. In atlas, féadfaidh na réigiúin (i.e. na " -"híomhánna aonair) a bheith de mhéideanna éagsúla. Ina theannta sin, de ghnáth " -"ní mór duit stuáil a chur timpeall ar na réigiúin, chun mapáil UV thimpiste a " -"chosc chuig níos mó ná réigiún amháin. Is é an rud céanna maidir le " -"mipmapping: láimhseáiltear slabhraí mipmap ar leithligh do gach ciseal. In " -"atlas, ní mór an slicing a dhéanamh de láimh sa scáthlánóir blúirí.\n" -"Chun comhad uigeachta den sórt sin a chruthú tú féin, athiompórtáil do chuid " -"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Godot Editor." - msgid "" "Creates a placeholder version of this resource ([PlaceholderTexture2DArray])." msgstr "" @@ -146857,28 +146315,6 @@ msgstr "" msgid "Node for 2D tile-based maps." msgstr "Nód le haghaidh léarscáileanna tíleanna-bhunaithe 2D." -msgid "" -"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " -"tiles which are used to create grid-based maps. A TileMap may have several " -"layers, layouting tiles on top of each other.\n" -"For performance reasons, all TileMap updates are batched at the end of a " -"frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent. This " -"is only queued when inside the scene tree.\n" -"To force an update earlier on, call [method update_internals]." -msgstr "" -"Nód le haghaidh léarscáileanna tíleanna-bhunaithe 2D. Úsáideann " -"léarscáileanna tíl [TileSet] ina bhfuil liosta tíleanna a úsáidtear chun " -"léarscáileanna greille-bhunaithe a chruthú. D’fhéadfadh go mbeadh roinnt " -"sraitheanna ar TileMap, ag leagan tíleanna ar bharr a chéile.\n" -"Ar chúiseanna feidhmíochta, déantar gach nuashonrú TileMap a bhaisc ag " -"deireadh fráma. Go háirithe, ciallaíonn sé seo gur féidir tíleanna radhairc ó " -"[TileSetScenesCollectionSource] a thúsú i ndiaidh a dtuismitheora. Ní " -"chuirtear é seo i scuaine ach amháin nuair a bhíonn tú istigh sa chrann " -"radhairc.\n" -"Chun nuashonrú a chur i bhfeidhm níos luaithe, cuir glaoch ar [method " -"update_internals]." - msgid "Using Tilemaps" msgstr "Ag baint úsáide as Tilemaps" @@ -147575,32 +147011,6 @@ msgstr "I bhfolach i gcónaí." msgid "Always show." msgstr "Taispeáin i gcónaí." -msgid "" -"Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain " -"a list of tiles which are used to create grid-based maps. Unlike the " -"[TileMap] node, which is deprecated, [TileMapLayer] has only one layer of " -"tiles. You can use several [TileMapLayer] to achieve the same result as a " -"[TileMap] node.\n" -"For performance reasons, all TileMap updates are batched at the end of a " -"frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent. This " -"is only queued when inside the scene tree.\n" -"To force an update earlier on, call [method update_internals]." -msgstr "" -"Nód le haghaidh léarscáileanna tíleanna-bhunaithe 2D. Úsáideann " -"[TileMapLayer] [TileSet] ina bhfuil liosta tíleanna a úsáidtear chun " -"léarscáileanna greille-bhunaithe a chruthú. Murab ionann agus an nód " -"[TileMap], atá dímheasta, níl ach sraith amháin tíleanna ag [TileMapLayer]. " -"Is féidir leat roinnt [TileMapLayer] a úsáid chun an toradh céanna a bhaint " -"amach le nód [TileMap].\n" -"Ar chúiseanna feidhmíochta, déantar gach nuashonrú TileMap a bhaisc ag " -"deireadh fráma. Go háirithe, ciallaíonn sé seo gur féidir tíleanna radhairc ó " -"[TileSetScenesCollectionSource] a thúsú i ndiaidh a dtuismitheora. Ní " -"chuirtear é seo i scuaine ach amháin nuair a bhíonn tú istigh sa chrann " -"radhairc.\n" -"Chun nuashonrú a chur i bhfeidhm níos luaithe, cuir glaoch ar [method " -"update_internals]." - msgid "" "Called with a [TileData] object about to be used internally by the " "[TileMapLayer], allowing its modification at runtime.\n" @@ -154437,15 +153847,6 @@ msgstr "" "[ball y] agus [comhalta x] an veicteora mar pharaiméadair: [code]atan2(y, x)[/" "code]." -msgid "" -"Returns the angle to the given vector, in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"vector2_angle_to.png]Illustration of the returned angle.[/url]" -msgstr "" -"Filleann sé an uillinn go dtí an veicteoir tugtha, ina raidian.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"vector2_angle_to.png]Léaráid den uillinn a cuireadh ar ais.[/url]" - msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" @@ -164435,6 +163836,9 @@ msgstr "" "Filleann sé [code]true[/code] má tá an fhuinneog leabaithe i bhfuinneog eile " "faoi láthair." +msgid "Returns [code]true[/code] if layout is right-to-left." +msgstr "Filleann sé [code]true[/code] má tá an leagan amach ó dheas go clé." + msgid "" "Returns [code]true[/code] if the window can be maximized (the maximize button " "is enabled)." @@ -165236,6 +164640,9 @@ msgstr "" "Treo leagan amach uathoibríoch, arna chinneadh ó threoir leagan amach na " "tuismitheora fuinneoige." +msgid "Automatic layout direction, determined from the current locale." +msgstr "Treo leagan amach uathoibríoch, arna chinneadh ón locale reatha." + msgid "Initial window position is determined by [member position]." msgstr "Déantar suíomh tosaigh na fuinneoige a chinneadh ag [seasamh na mball]." diff --git a/engine/doc/translations/it.po b/engine/doc/translations/it.po index 680c86f3..1bb3feb7 100644 --- a/engine/doc/translations/it.po +++ b/engine/doc/translations/it.po @@ -13587,35 +13587,6 @@ msgstr "" "più velocemente, risultando in maggiore utilizzo CPU e più rischio di audio " "scoppiettante se la CPU non riesce a tenere il passo." -msgid "" -"The sample rate to use (in Hz). Higher values are more demanding for the CPU " -"to generate, but result in better quality.\n" -"In games, common sample rates in use are [code]11025[/code], [code]16000[/" -"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " -"[code]48000[/code].\n" -"According to the [url=https://en.wikipedia.org/wiki/" -"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" -"url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " -"generating lower-pitched sounds such as voices, lower sample rates such as " -"[code]32000[/code] or [code]22050[/code] may be usable with no loss in " -"quality." -msgstr "" -"La frequenza di campionamento da utilizzare (in Hz). I valori elevati " -"richiedono una generazione più impegnativa per la CPU, ma risultano in una " -"qualità migliore.\n" -"Nei giochi, le frequenze di campionamento comunemente in uso sono " -"[code]11025[/code], [code]16000[/code], [code]22050[/code], [code]32000[/" -"code], [code]44100[/code] e [code]48000[/code].\n" -"Secondo il [url=https://it.wikipedia.org/wiki/" -"Teorema_del_campionamento_di_Nyquist-Shannon]Teorema del campionamento di " -"Nyquist-Shannon[/url], non vi è alcuna differenza di qualità per l'udito " -"umano quando si superano i 40.000 Hz (poiché la maggior parte degli esseri " -"umani può sentire solo fino a ~ 20.000 Hz, spesso meno). Se stai generando " -"suoni dal tono più basso come le voci, le frequenze di campionamento più " -"basse come [code]32000[/code] o [code]22050[/code] potrebbero essere usabili " -"senza perdite di qualità." - msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Riproduce l'audio generato usando un [AudioStreamGenerator]." @@ -15593,29 +15564,6 @@ msgstr "" "Se [code]true[/code], l'oggetto è renderizzato con le stesse dimensioni a " "prescindere dalla distanza." -msgid "" -"If [code]true[/code], enables the vertex grow setting. This can be used to " -"create mesh-based outlines using a second material pass and its [member " -"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" -"[b]Note:[/b] Vertex growth cannot create new vertices, which means that " -"visible gaps may occur in sharp corners. This can be alleviated by designing " -"the mesh to use smooth normals exclusively using [url=https://wiki.polycount." -"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " -"authoring software. In this case, grow will be able to join every outline " -"together, just like in the original mesh." -msgstr "" -"Se [code]true[/code], abilita l'impostazione di crescita del vertice. Questo " -"può essere usato per creare contorni basati su mesh attraverso un secondo " -"passaggio di materiale e il suo [member cull_mode] impostato su [constant " -"CULL_FRONT]. Vedi anche [member grow_amount].\n" -"[b]Nota:[/b] La crescita dei vertici non può creare nuovi vertici, il che " -"significa che potrebbero verificarsi spazi visibili negli angoli acuti. " -"Questo può essere alleviato progettando la mesh in modo che usi normali " -"uniformi utilizzando esclusivamente [url=https://wiki.polycount.com/wiki/" -"Face_weighted_normals]face weighted normals[/url] nel software di creazione " -"3D. In questo caso, la creshita potrà unire tutti i contorni insieme, proprio " -"come nella mesh originale." - msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." @@ -26162,9 +26110,6 @@ msgstr "" "con successo. Alternativa a [method Viewport.gui_is_drag_successful].\n" "Meglio usata con [constant Node.NOTIFICATION_DRAG_END]." -msgid "Returns [code]true[/code] if layout is right-to-left." -msgstr "Restituisce [code]true[/code] se il layout è da destra a sinistra." - msgid "Give up the focus. No other control will be able to receive input." msgstr "" "Rilascia il focus. Nessun altro controllo sarà in grado di ricevere input." @@ -26652,14 +26597,6 @@ msgstr "" "maggiore della sua dimensione attuale, affinché il controllo sia alto almeno " "quanto l'altezza minima." -msgid "" -"Controls layout direction and text writing direction. Right-to-left layouts " -"are necessary for certain languages (e.g. Arabic and Hebrew)." -msgstr "" -"Controlla la direzione del layout e la direzione della scrittura del testo. I " -"layout da destra a sinistra sono necessari per alcune lingue (ad esempio, " -"arabo ed ebraico)." - msgid "" "If [code]true[/code], automatically converts code line numbers, list indices, " "[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the " @@ -27201,9 +27138,6 @@ msgstr "" "desktop o web quando [member ProjectSettings.input_devices/pointing/" "emulate_touch_from_mouse] è abilitato." -msgid "Sent when control layout direction is changed." -msgstr "Inviato quando la direzione del layout del controllo viene cambiata." - msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." @@ -27617,10 +27551,6 @@ msgstr "" "Direzione di layout automatica, determinata dalla direzione di layout del " "controllo padre." -msgid "Automatic layout direction, determined from the current locale." -msgstr "" -"Direzione di layout automatica, determinata dalla localizzazione attuale." - msgid "Left-to-right layout direction." msgstr "Direzione di layout da sinistra a destra." @@ -47267,13 +47197,6 @@ msgstr "" "Il numero massimo di passaggi per i riflessi sullo spazio dello schermo. I " "valori più alti sono più lenti." -msgid "" -"The default exposure used for tonemapping. Higher values result in a brighter " -"image. See also [member tonemap_white]." -msgstr "" -"L'esposizione predefinita utilizzata per la mappatura dei toni. Valori più " -"alti producono un'immagine più luminosa. Vedi anche [member tonemap_white]." - msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " "values to be suitable for rendering on an LDR display. (Godot doesn't support " @@ -47561,40 +47484,6 @@ msgstr "" "Utilizza il cielo ([Sky]) per i riflessi, a prescindere da quale sia lo " "sfondo." -msgid "" -"Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified. This can cause bright lighting to look blown out, with noticeable " -"clipping in the output colors." -msgstr "" -"Operatore di mappatore dei tono lineare. Legge i dati lineari e li passa " -"senza modifiche. Ciò può causare un'illuminazione intensa che può apparire " -"sbiadita, con un evidente ritaglio nei colori risultanti." - -msgid "" -"Filmic tonemapper operator. This avoids clipping bright highlights, with a " -"resulting image that usually looks more vivid than [constant " -"TONE_MAPPER_REINHARDT]." -msgstr "" -"Operatore di mappatore dei toni filmico. In questo modo si evita il clipping " -"dei punti più luminosi, con un'immagine risultante che solitamente appare più " -"vivida di [constant TONE_MAPPER_REINHARDT]." - -msgid "" -"Use the Academy Color Encoding System tonemapper. ACES is slightly more " -"expensive than other options, but it handles bright lighting in a more " -"realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " -"[constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." -msgstr "" -"Usa il mappatore dei toni Academy Color Encoding System. ACES è leggermente " -"più costoso di altre opzioni, ma gestisce l'illuminazione intensa in modo più " -"realistico, desaturandola man mano che diventa più luminosa. Un risultato in " -"ACES in genere appare più contrastato rispetto a [constant " -"TONE_MAPPER_REINHARDT] e [constant TONE_MAPPER_FILMIC].\n" -"[b]Nota:[/b] Questo operatore di mappatore dei toni è chiamato \"ACES " -"Fitted\" in Godot 3.x." - msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." @@ -56341,30 +56230,6 @@ msgstr "" msgid "Reads one chunk from the response." msgstr "Legge una parte della risposta." -msgid "" -"Sends a raw request to the connected host.\n" -"The URL parameter is usually just the part after the host, so for " -"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. " -"When sending requests to an HTTP proxy server, it should be an absolute URL. " -"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " -"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " -"authority component ([code]host:port[/code]).\n" -"Headers are HTTP request headers. For available HTTP methods, see [enum " -"Method].\n" -"Sends the body data raw, as a byte array and does not encode it in any way." -msgstr "" -"Invia una richiesta grezza all'host connesso.\n" -"Il parametro URL è solitamente solo la parte dopo l'host, quindi per " -"[code]https://somehost.com/index.php[/code], è [code]/index.php[/code]. " -"Quando si inviano richieste a un server proxy HTTP, dovrebbe essere un URL " -"assoluto. Per le richieste [constant HTTPClient.METHOD_OPTIONS], è consentito " -"anche [code]*[/code]. Per le richieste [constant HTTPClient.METHOD_CONNECT], " -"dovrebbe essere il componente autorità ([code]host:port[/code]).\n" -"Le intestazioni sono intestazioni di richiesta HTTP. Per i metodi HTTP " -"disponibili, vedi [enum Method].\n" -"Invia i dati del corpo grezzi, come array di byte e non li codifica in alcun " -"modo." - msgid "" "Sets the proxy server for HTTP requests.\n" "The proxy server is unset if [param host] is empty or [param port] is -1." @@ -58644,20 +58509,6 @@ msgstr "" "essere utilizzata direttamente, ma contiene tutte le funzioni necessarie per " "accedere ai tipi di risorse derivati. Vedi anche [Texture3D]." -msgid "" -"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image." -"create] for the expected data format. The first image decides the width, " -"height, image format and mipmapping setting. The other images [i]must[/i] " -"have the same width, height, image format and mipmapping setting.\n" -"Each [Image] represents one [code]layer[/code]." -msgstr "" -"Crea un [ImageTextureLayered] da un array di risorse [Image]. Vedi [method " -"Image.create] per il formato previsto dei dati. La prima immagine decide la " -"larghezza, l'altezza, il formato immagine e la configurazione per il " -"mipmapping. Le altre immagini [i]devono[/i] avere la stessa larghezza, " -"altezza, formato immagine e configurazione per il mipmapping.\n" -"Ogni [Image] rappresenta un livello ([code]layer[/code])." - msgid "" "Replaces the existing [Image] data at the given [param layer] with this new " "image.\n" @@ -58963,25 +58814,6 @@ msgstr "" "volta per frame). Tuttavia, questo può essere utile in casi avanzati in cui " "si desidera un controllo preciso sulla tempistica della gestione degli eventi." -msgid "" -"Returns the acceleration in m/s² of the device's accelerometer sensor, if the " -"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"Note this method returns an empty [Vector3] when running from the editor even " -"when your device has an accelerometer. You must export your project to a " -"supported device to read values from the accelerometer.\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"Restituisce l'accelerazione in m/s² del sensore accelerometro del " -"dispositivo, se il dispositivo ne ha uno. Altrimenti, il metodo restituisce " -"[constant Vector3.ZERO].\n" -"Nota che questo metodo restituisce un [Vector3] vuoto quando viene eseguito " -"dall'editor anche quando il dispositivo ha un accelerometro. È necessario " -"esportare il progetto su un dispositivo supportato per leggere i valori " -"dall'accelerometro.\n" -"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre " -"piattaforme, restituisce sempre [constant Vector3.ZERO]." - msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use [method " @@ -59040,31 +58872,6 @@ msgstr "" "Restituisce la forma del cursore attualmente assegnata (vedi [enum " "CursorShape])." -msgid "" -"Returns the gravity in m/s² of the device's accelerometer sensor, if the " -"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"Restituisce la gravità in m/s² del sensore accelerometro del dispositivo, se " -"il dispositivo ne ha uno. Altrimenti, il metodo restituisce [constant Vector3." -"ZERO].\n" -"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre " -"piattaforme, restituisce sempre [constant Vector3.ZERO]." - -msgid "" -"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the " -"gyroscope sensor, if the device has one. Otherwise, the method returns " -"[constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"Restituisce la velocità di rotazione (in radianti al secondo) attorno agli " -"assi X, Y e Z del sensore giroscopio di un dispositivo, se il dispositivo ne " -"ha uno. Altrimenti, il metodo restituisce [constant Vector3.ZERO].\n" -"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre " -"piattaforme, restituisce sempre [constant Vector3.ZERO]." - msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoyAxis])." @@ -59113,19 +58920,6 @@ msgstr "" "Pertanto, la velocità del mouse sarà in ritardo rispetto ai movimenti del " "mouse." -msgid "" -"Returns the magnetic field strength in micro-Tesla for all axes of the " -"device's magnetometer sensor, if the device has one. Otherwise, the method " -"returns [constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"Restituisce l'intensità del campo magnetico in micro-Tesla per tutti gli assi " -"del sensore magnetometrico del dispositivo, se il dispositivo ne ha uno. " -"Altrimenti, il metodo restituisce [constant Vector3.ZERO].\n" -"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre " -"piattaforme, restituisce sempre [constant Vector3.ZERO]." - msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together. Equivalent to [method " @@ -67449,36 +67243,6 @@ msgstr "" msgid "Generic mobile VR implementation." msgstr "Implementazione generica di realtà virtuale (VR) mobile." -msgid "" -"This is a generic mobile VR implementation where you need to provide details " -"about the phone and HMD used. It does not rely on any existing framework. " -"This is the most basic interface we have. For the best effect, you need a " -"mobile phone with a gyroscope and accelerometer.\n" -"Note that even though there is no positional tracking, the camera will assume " -"the headset is at a height of 1.85 meters. You can change this by setting " -"[member eye_height].\n" -"You can initialize this interface as follows:\n" -"[codeblock]\n" -"var interface = XRServer.find_interface(\"Native mobile\")\n" -"if interface and interface.initialize():\n" -" get_viewport().use_xr = true\n" -"[/codeblock]" -msgstr "" -"Questa è un'implementazione generica di VR mobile in cui devi fornire " -"dettagli sul telefono e sull'HMD utilizzati. Non si basa su alcun framework " -"esistente. Questa è l'interfaccia più basilare disponibile. Per ottenere " -"l'effetto migliore, hai bisogno di un telefono cellulare con giroscopio e " -"accelerometro.\n" -"Nota che anche se non c'è tracciamento posizionale, la telecamera presumerà " -"che il visore si trovi a un'altezza di 1,85 metri. È possibile modificare " -"questo valore impostando [member eye_height].\n" -"Puoi inizializzare questa interfaccia come segue:\n" -"[codeblock]\n" -"var interface = XRServer.find_interface(\"Native mobile\")\n" -"if interface and interface.initialize():\n" -" get_viewport().use_xr = true\n" -"[/codeblock]" - msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." @@ -83672,9 +83436,6 @@ msgstr "" "dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per " "[code]arr.slice(0, arr.size() - 2)[/code])." -msgid "Returns a [PackedByteArray] with each string encoded as bytes." -msgstr "Restituisce un [PackedByteArray] con ogni stringa codificata come byte." - msgid "" "Returns a new [PackedStringArray] with contents of [param right] added at the " "end of this array. For better performance, consider using [method " @@ -84623,13 +84384,6 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "La [Texture2D] da applicare al [PanoramaSkyMaterial]." -msgid "" -"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " -"implementation may change in the future." -msgstr "" -"Questo nodo è pensato per sostituire [ParallaxBackground] e [ParallaxLayer]. " -"L'implementazione potrebbe cambiare in futuro." - msgid "A node used to create a parallax scrolling background." msgstr "Un nodo usato per creare uno sfondo a scorrimento parallasse." @@ -96310,13 +96064,6 @@ msgstr "" "assicurati che le app siano autorizzate ad accedere al microfono nelle " "impostazioni sulla privacy del sistema operativo." -msgid "" -"The mixing rate used for audio (in Hz). In general, it's better to not touch " -"this and leave it to the host operating system." -msgstr "" -"La frequenza di mixaggio utilizzata per l'audio (in Hz). In generale, è " -"meglio non toccarla e lasciarla al sistema operativo host." - msgid "" "Safer override for [member audio/driver/mix_rate] in the Web platform. Here " "[code]0[/code] means \"let the browser choose\" (since some browsers do not " @@ -99366,22 +99113,6 @@ msgstr "" "[code]false[/code]. Il comportamento tradizione è per supportare vecchi " "progetti che si basano sulla vecchia logica, senza modifiche allo script." -msgid "" -"Specifies the tablet driver to use. If left empty, the default driver will be " -"used.\n" -"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" -"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url]." -msgstr "" -"Specifica il driver del tablet da utilizzare. Se lasciato vuoto, sarà " -"utilizzato il driver predefinito.\n" -"[b]Nota:[/b] Il driver in uso può essere sovrascritto in fase di esecuzione " -"tramite l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]argomento della riga di comando[/url] [code]--tablet-driver[/code]." - -msgid "Override for [member input_devices/pen_tablet/driver] on Windows." -msgstr "Sostituzione per [member input_devices/pen_tablet/driver] su Windows." - msgid "" "If [code]true[/code], long press events on an Android touchscreen are " "transformed into right click events." @@ -99419,40 +99150,6 @@ msgstr "" "Se [code]true[/code], invia eventi di input tocco quando si clicca o si " "trascina il mouse." -msgid "" -"The locale to fall back to if a translation isn't available in a given " -"language. If left empty, [code]en[/code] (English) will be used." -msgstr "" -"Le impostazioni locali a cui ricorrere se una traduzione non è disponibile in " -"una determinata lingua. Se lasciato vuoto, sarà utilizzato [code]en[/code] " -"(inglese)." - -msgid "" -"If [code]true[/code], text server break iteration rule sets, dictionaries and " -"other optional data are included in the exported project.\n" -"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes " -"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as " -"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line " -"breaking rules. Data is about 4 MB large.\n" -"[b]Note:[/b] \"Fallback\" text server does not use additional data." -msgstr "" -"Se [code]true[/code], la serie di regole di iterazione di interruzione, i " -"dizionari e altri dati facoltativi del server di testo sono inclusi nel " -"progetto esportato.\n" -"[b]Nota:[/b] I dati del server di testo \"ICU / HarfBuzz / Graphite\" " -"includono dizionari per birmano, cinese, giapponese, khmer, laotiano e " -"tailandese, nonché le regole di interruzione di parole e righe Unicode " -"Standard Annex #29 e Unicode Standard Annex #14. I dati sono grandi circa 4 " -"MB.\n" -"[b]Nota:[/b] il server di testo \"Fallback\" non utilizza dati aggiuntivi." - -msgid "" -"If non-empty, this locale will be used when running the project from the " -"editor." -msgstr "" -"Se non è vuoto, queste impostazioni locali saranno utilizzate quando si " -"esegue il progetto dall'editor." - msgid "" "Double vowels in strings during pseudolocalization to simulate the " "lengthening of text due to localization." @@ -99469,18 +99166,6 @@ msgstr "" "pratica, un valore di [code]0.3[/code] è spesso sufficiente e aumenterà la " "lunghezza di ogni stringa del 30%." -msgid "" -"If [code]true[/code], emulate bidirectional (right-to-left) text when " -"pseudolocalization is enabled. This can be used to spot issues with RTL " -"layout and UI mirroring that will crop up if the project is localized to RTL " -"languages such as Arabic or Hebrew." -msgstr "" -"Se [code]true[/code], emula il testo bidirezionale (da destra a sinistra) " -"quando è abilitata la pseudolocalizzazione. Questo può essere utilizzato per " -"individuare problemi con il layout RTL e il rispecchiamento dell'interfaccia " -"utente, che si presenteranno se il progetto è localizzato in lingue RTL come " -"l'arabo o l'ebraico." - msgid "" "Replace all characters in the string with [code]*[/code]. Useful for finding " "non-localizable strings." @@ -99527,12 +99212,6 @@ msgstr "" "attivare o disattivare la pseudolocalizzazione in fase di esecuzione, " "utilizza invece [member TranslationServer.pseudolocalization_enabled]." -msgid "" -"Force layout direction and text writing direction to RTL for all controls." -msgstr "" -"Forza la direzione del layout e la direzione di scrittura del testo su destra " -"a sinistra (RTL) per tutti i controlli." - msgid "" "If [code]true[/code], root node will use [constant Node." "AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node." @@ -99551,37 +99230,6 @@ msgstr "" msgid "Root node default layout direction." msgstr "Direzione del layout predefinita del nodo radice." -msgid "" -"Specifies the [TextServer] to use. If left empty, the default will be used.\n" -"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " -"right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " -"typesetting and complex scripts.\n" -"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" -"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url].\n" -"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, " -"which disables all text rendering and font-related functionality. This driver " -"is not listed in the project settings, but it can be enabled when running the " -"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]command line argument[/url]." -msgstr "" -"Specifica il [TextServer] da usare. Se lasciato vuoto, sarà usato il valore " -"predefinito.\n" -"\"ICU / HarfBuzz / Graphite\" è il driver di testo più avanzato, che supporta " -"la composizione da destra a sinistra e gli alfabeti complessi (per lingue " -"come arabo, ebraico, ecc.). Il driver di testo \"Fallback\" non supporta la " -"composizione da destra a sinistra e gli alfabeti complessi.\n" -"[b]Nota:[/b] È possibile sovrascrivere il driver in uso in fase di esecuzione " -"tramite l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]argomento della riga di comando[/url] [code]--text-driver[/code].\n" -"[b]Nota:[/b] È disponibile un ulteriore driver di testo [code]Dummy[/code], " -"il quale disabilita tutte le funzionalità di rendering del testo e relative " -"ai font. Questo driver non è elencato nelle impostazioni del progetto, ma è " -"possibile abilitarlo eseguendo l'editor o il progetto utilizzando " -"l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argomento della " -"riga di comando[/url] [code]--text-driver Dummy[/code]." - msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." @@ -101629,18 +101277,6 @@ msgstr "" "necessario modificare i valori di smorzamento. Questa modifica necessaria non " "è proporzionale e varia da caso a caso." -msgid "" -"If [code]true[/code], the 3D physics server runs on a separate thread, making " -"better use of multi-core CPUs. If [code]false[/code], the 3D physics server " -"runs on the main thread. Running the physics server on a separate thread can " -"increase performance, but restricts API access to only physics process." -msgstr "" -"Se [code]true[/code], il server di fisica 3D è eseguito su un thread " -"separato, sfruttando al meglio le CPU multi-core. Se [code]false[/code], il " -"server di fisica 3D è eseguito sul thread principale. Eseguire il server di " -"fisica su un thread separato può aumentare le prestazioni, ma limita " -"l'accesso all'API solo sul processo di fisica." - msgid "" "Threshold angular velocity under which a 3D physics body will be considered " "inactive. See [constant PhysicsServer3D." @@ -102274,35 +101910,6 @@ msgstr "" "dimensione maggiore per una nebbia più dettagliata, imposta una dimensione " "minore per prestazioni migliori." -msgid "" -"Sets the driver to be used by the renderer when using the Compatibility " -"renderer. This property can not be edited directly, instead, set the driver " -"using the platform-specific overrides." -msgstr "" -"Imposta il driver da usare per il renderer quando si usa il renderer " -"Compatibilità. Questa proprietà non può essere modificata direttamente, " -"invece, imposta il driver usando le sostituzioni specifiche per la " -"piattaforma." - -msgid "Android override for [member rendering/gl_compatibility/driver]." -msgstr "Sostituzione su Android per [member rendering/gl_compatibility/driver]." - -msgid "iOS override for [member rendering/gl_compatibility/driver]." -msgstr "Sostituzione su iOS per [member rendering/gl_compatibility/driver]." - -msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]." -msgstr "" -"Sostituzione su LinuxBSD per [member rendering/gl_compatibility/driver]." - -msgid "macOS override for [member rendering/gl_compatibility/driver]." -msgstr "Sostituzione su macOS per [member rendering/gl_compatibility/driver]." - -msgid "Web override for [member rendering/gl_compatibility/driver]." -msgstr "Sostituzione su Web per [member rendering/gl_compatibility/driver]." - -msgid "Windows override for [member rendering/gl_compatibility/driver]." -msgstr "Sostituzione su Windows per [member rendering/gl_compatibility/driver]." - msgid "" "If [code]true[/code], the compatibility renderer will fall back to ANGLE if " "native OpenGL is not supported or the device is listed in [member rendering/" @@ -103134,42 +102741,6 @@ msgstr "" "A seconda della complessità delle scene, questo valore potrebbe essere " "abbassato o potrebbe essere necessario aumentarlo." -msgid "Android override for [member rendering/rendering_device/driver]." -msgstr "" -"Sostituzione per Android per [member rendering/rendering_device/driver]." - -msgid "iOS override for [member rendering/rendering_device/driver]." -msgstr "Sostituzione per iOS per [member rendering/rendering_device/driver]." - -msgid "LinuxBSD override for [member rendering/rendering_device/driver]." -msgstr "" -"Sostituzione per LinuxBSD per [member rendering/rendering_device/driver]." - -msgid "macOS override for [member rendering/rendering_device/driver]." -msgstr "Sostituzione per macOS per [member rendering/rendering_device/driver]." - -msgid "Windows override for [member rendering/rendering_device/driver]." -msgstr "" -"Sostituzione per Windows per [member rendering/rendering_device/driver]." - -msgid "" -"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if " -"Vulkan is not supported.\n" -"[b]Note:[/b] This setting is implemented only on Windows." -msgstr "" -"Se [code]true[/code], il renderer Forward ricadrà su Direct3D se Vulkan non è " -"supportato.\n" -"[b]Nota:[/b] Questa impostazione è implementata solo su Windows." - -msgid "" -"If [code]true[/code], the forward renderer will fall back to Vulkan if " -"Direct3D 12 is not supported.\n" -"[b]Note:[/b] This setting is implemented only on Windows." -msgstr "" -"Se [code]true[/code], il renderer Forward ricadrà su Vulkan se Direct3D 12 " -"non è supportato.\n" -"[b]Nota:[/b] Questa impostazione è implementata solo su Windows." - msgid "" "Enable the pipeline cache that is saved to disk if the graphics API supports " "it.\n" @@ -111984,39 +111555,6 @@ msgstr "Specifica un [Color] specifico per la luce ambientale." msgid "Disable reflections." msgstr "Disattiva i riflessi." -msgid "" -"Output color as they came in. This can cause bright lighting to look blown " -"out, with noticeable clipping in the output colors." -msgstr "" -"Colore prodotto così come è stato ricevuto. Ciò può causare un'illuminazione " -"intensa che può apparire sbiadita, con un evidente ritaglio nei colori " -"risultanti." - -msgid "" -"Use the filmic tonemapper. This avoids clipping bright highlights, with a " -"resulting image that usually looks more vivid than [constant " -"ENV_TONE_MAPPER_REINHARD]." -msgstr "" -"Usa il mappatore dei toni filmico. In questo modo si evita il ritaglio dei " -"punti più luminosi, con un'immagine risultante che solitamente appare più " -"vivida di [constant ENV_TONE_MAPPER_REINHARD]." - -msgid "" -"Use the Academy Color Encoding System tonemapper. ACES is slightly more " -"expensive than other options, but it handles bright lighting in a more " -"realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " -"and [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." -msgstr "" -"Usa il mappatore dei toni Academy Color Encoding System. ACES è leggermente " -"più costoso di altre opzioni, ma gestisce l'illuminazione intensa in modo più " -"realistico, desaturandola man mano che diventa più luminosa. Un risultato in " -"ACES in genere appare più contrastato rispetto a [constant " -"ENV_TONE_MAPPER_REINHARDT] e [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Nota:[/b] Questo operatore di mappatore dei toni è chiamato \"ACES " -"Fitted\" in Godot 3.x." - msgid "" "Lowest quality of roughness filter for screen-space reflections. Rough " "materials will not have blurrier screen-space reflections compared to smooth " @@ -130187,21 +129725,6 @@ msgstr "" "Un'implementazione di riserva del server di testo di Godot, senza supporto " "per BiDi e layout complessi di testo." -msgid "" -"A fallback implementation of Godot's text server. This fallback is faster " -"than [TextServerAdvanced] for processing a lot of text, but it does not " -"support BiDi and complex text layout.\n" -"[b]Note:[/b] This text server is not part of official Godot binaries. If you " -"want to use it, compile the engine with the option " -"[code]module_text_server_fb_enabled=yes[/code]." -msgstr "" -"Un'implementazione di riserva del server di testo di Godot. Questo server è " -"più veloce di [TextServerAdvanced] per l'elaborazione di molto testo, ma non " -"supporta BiDi e layout complessi di testo.\n" -"[b]Nota:[/b] Questo server di testo non fa parte dei binari ufficiali di " -"Godot. Se vuoi usarlo, compila il motore con l'opzione " -"[code]module_text_server_fb_enabled=yes[/code]." - msgid "A singleton for managing [TextServer] implementations." msgstr "Un singleton per la gestione delle implementazioni di [TextServer]." @@ -130397,36 +129920,6 @@ msgstr "" "Una singola risorsa texture che consiste di più immagini separate. Ogni " "immagine ha le stesse dimensioni e lo stesso numero di livelli mipmap." -msgid "" -"A Texture2DArray is different from a Texture3D: The Texture2DArray does not " -"support trilinear interpolation between the [Image]s, i.e. no blending. See " -"also [Cubemap] and [CubemapArray], which are texture arrays with specialized " -"cubemap functions.\n" -"A Texture2DArray is also different from an [AtlasTexture]: In a " -"Texture2DArray, all images are treated separately. In an atlas, the regions " -"(i.e. the single images) can be of different sizes. Furthermore, you usually " -"need to add a padding around the regions, to prevent accidental UV mapping to " -"more than one region. The same goes for mipmapping: Mipmap chains are handled " -"separately for each layer. In an atlas, the slicing has to be done manually " -"in the fragment shader.\n" -"To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." -msgstr "" -"Un Texture2DArray è diverso da un Texture3D: il Texture2DArray non supporta " -"l'interpolazione trilineare tra le [Image], ovvero nessuna fusione. Vedi " -"anche [Cubemap] e [CubemapArray], che sono array di texture con funzioni di " -"cubemap specializzate.\n" -"Un Texture2DArray è anche diverso da un [AtlasTexture]: in un Texture2DArray, " -"tutte le immagini sono trattate separatamente. In un atlante, le regioni " -"(ovvero le singole immagini) possono avere dimensioni diverse. Inoltre, di " -"solito è necessario aggiungere un imbottitura attorno alle regioni, per " -"evitare una mappatura UV accidentale su più di una regione. Lo stesso vale " -"per il mipmapping: le catene di mipmap sono gestite separatamente per ogni " -"livello. In un atlante, la suddivisione deve essere eseguita manualmente " -"nello shader dei frammenti.\n" -"Per creare autonomamente un file di texture di questo tipo, reimporta i file " -"di immagine attraverso i preset di importazione dell'editor di Godot." - msgid "" "Creates a placeholder version of this resource ([PlaceholderTexture2DArray])." msgstr "" @@ -132306,27 +131799,6 @@ msgstr "" msgid "Node for 2D tile-based maps." msgstr "Nodo per mappe basate su tasselli 2D." -msgid "" -"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " -"tiles which are used to create grid-based maps. A TileMap may have several " -"layers, layouting tiles on top of each other.\n" -"For performance reasons, all TileMap updates are batched at the end of a " -"frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent. This " -"is only queued when inside the scene tree.\n" -"To force an update earlier on, call [method update_internals]." -msgstr "" -"Nodo per mappe basate su tasselli 2D. Le tilemap utilizzano un [TileSet] che " -"contiene un elenco di tasselli che sono utilizzati per creare mappe basate su " -"griglia. Una TileMap può avere diversi livelli, disponendo i tasselli uno " -"sopra l'altro.\n" -"Per motivi di prestazioni, tutti gli aggiornamenti di TileMap sono " -"raggruppati alla fine di un frame. In particolare, ciò significa che i " -"tasselli di scena da un [TileSetScenesCollectionSource] possono essere " -"inizializzate dopo il loro genitore. Ciò viene messo in coda solo quando si " -"trova all'interno dell'albero della scena.\n" -"Per forzare un aggiornamento in anticipo, chiamare [method update_internals]." - msgid "Using Tilemaps" msgstr "Utilizzo dei Tilemap" @@ -132942,30 +132414,6 @@ msgstr "Nascondi sempre." msgid "Always show." msgstr "Mostra sempre." -msgid "" -"Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain " -"a list of tiles which are used to create grid-based maps. Unlike the " -"[TileMap] node, which is deprecated, [TileMapLayer] has only one layer of " -"tiles. You can use several [TileMapLayer] to achieve the same result as a " -"[TileMap] node.\n" -"For performance reasons, all TileMap updates are batched at the end of a " -"frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent. This " -"is only queued when inside the scene tree.\n" -"To force an update earlier on, call [method update_internals]." -msgstr "" -"Nodo per mappe basate su tasselli 2D. Un [TileMapLayer] utilizza un [TileSet] " -"che contiene un elenco di tasselli che sono utilizzati per creare mappe " -"basate su griglia. A differenza del nodo [TileMap], che è deprecato, " -"[TileMapLayer] ha un solo livello di tasselli. Puoi utilizzare diversi " -"[TileMapLayer] per ottenere lo stesso risultato di un nodo [TileMap].\n" -"Per motivi di prestazioni, tutti gli aggiornamenti di TileMap sono " -"raggruppati alla fine di un frame. In particolare, ciò significa che i " -"tasselli di scena da un [TileSetScenesCollectionSource] possono essere " -"inizializzate dopo il loro genitore. Ciò viene messo in coda solo quando si " -"trova all'interno dell'albero della scena.\n" -"Per forzare un aggiornamento in anticipo, chiamare [method update_internals]." - msgid "" "Called with a [TileData] object about to be used internally by the " "[TileMapLayer], allowing its modification at runtime.\n" @@ -139525,15 +138973,6 @@ msgstr "" "Equivalente al risultato di [method @GlobalScope.atan2] quando chiamato con " "[member y] e [member x] del vettore come parametri: [code]atan2(y, x)[/code]." -msgid "" -"Returns the angle to the given vector, in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"vector2_angle_to.png]Illustration of the returned angle.[/url]" -msgstr "" -"Restituisce l'angolo rispetto al vettore indicato, in radianti.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"vector2_angle_to.png]Illustrazione dell'angolo restituito.[/url]" - msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" @@ -149517,6 +148956,9 @@ msgstr "" "Restituisce [code]true[/code] se la finestra è attualmente incorporata in " "un'altra finestra." +msgid "Returns [code]true[/code] if layout is right-to-left." +msgstr "Restituisce [code]true[/code] se il layout è da destra a sinistra." + msgid "" "Returns [code]true[/code] if the window can be maximized (the maximize button " "is enabled)." @@ -150320,6 +149762,10 @@ msgstr "" "Direzione automatica del layout, determinata dalla direzione del layout della " "finestra genitore." +msgid "Automatic layout direction, determined from the current locale." +msgstr "" +"Direzione di layout automatica, determinata dalla localizzazione attuale." + msgid "Initial window position is determined by [member position]." msgstr "" "La posizione iniziale della finestra è determinata da [member position]." diff --git a/engine/doc/translations/ta.po b/engine/doc/translations/ta.po index f2a00ee0..dac9f2e6 100644 --- a/engine/doc/translations/ta.po +++ b/engine/doc/translations/ta.po @@ -13949,31 +13949,6 @@ msgstr "" "சிபியு பயன்பாடு அதிகரித்துள்ளது மற்றும் சிபியு ஐத் தொடர முடியாவிட்டால் ஆடியோ கிராக்கிங் " "அதிக இடர் ஏற்படுகிறது." -msgid "" -"The sample rate to use (in Hz). Higher values are more demanding for the CPU " -"to generate, but result in better quality.\n" -"In games, common sample rates in use are [code]11025[/code], [code]16000[/" -"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " -"[code]48000[/code].\n" -"According to the [url=https://en.wikipedia.org/wiki/" -"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" -"url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " -"generating lower-pitched sounds such as voices, lower sample rates such as " -"[code]32000[/code] or [code]22050[/code] may be usable with no loss in " -"quality." -msgstr "" -"பயன்படுத்த வேண்டிய மாதிரி வீதம் (HZ இல்). சிபியு ஐ உருவாக்க அதிக மதிப்புகள் அதிக தேவை, " -"ஆனால் சிறந்த தரத்தை ஏற்படுத்துகின்றன.\n" -" விளையாட்டுகளில், பயன்பாட்டில் உள்ள பொதுவான மாதிரி விகிதங்கள் [குறியீடு] 11025 [/" -"குறியீடு], [குறியீடு] 16000 [/குறியீடு], [குறியீடு] 22050 [/குறியீடு], [குறியீடு] " -"32000 [/குறியீடு], [குறியீடு] 44100 [ /குறியீடு], மற்றும் [குறியீடு] 48000 [/" -"குறியீடு].\n" -" . பெரும்பாலான மனிதர்கள் ~ 20,000 எர்ட்ச் வரை மட்டுமே கேட்க முடியும், பெரும்பாலும் " -"குறைவாக). குரல்கள் போன்ற குறைந்த பிட்ச் ஒலிகளை நீங்கள் உருவாக்குகிறீர்கள் என்றால், [குறியீடு] " -"32000 [/குறியீடு] அல்லது [குறியீடு] 22050 [/குறியீடு] போன்ற குறைந்த மாதிரி விகிதங்கள் " -"தரத்தில் எந்த இழப்பும் இல்லாமல் பயன்படுத்தக்கூடியதாக இருக்கலாம்." - msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "[ஆடியோ ச்ட்ரீம் செனரேட்டர்] ஐப் பயன்படுத்தி உருவாக்கப்பட்ட ஆடியோவை மீண்டும் இயக்கவும்." @@ -15973,28 +15948,6 @@ msgstr "" "[குறியீடு] உண்மை [/குறியீடு] என்றால், தூரத்தைப் பொருட்படுத்தாமல் பொருள் ஒரே அளவில் " "வழங்கப்படுகிறது." -msgid "" -"If [code]true[/code], enables the vertex grow setting. This can be used to " -"create mesh-based outlines using a second material pass and its [member " -"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" -"[b]Note:[/b] Vertex growth cannot create new vertices, which means that " -"visible gaps may occur in sharp corners. This can be alleviated by designing " -"the mesh to use smooth normals exclusively using [url=https://wiki.polycount." -"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " -"authoring software. In this case, grow will be able to join every outline " -"together, just like in the original mesh." -msgstr "" -"[குறியீடு] உண்மை [/குறியீடு] என்றால், வெர்டெக்ச் வளரும் அமைப்பை செயல்படுத்துகிறது. " -"இரண்டாவது பொருள் பாசைப் பயன்படுத்தி கண்ணி அடிப்படையிலான திட்டவட்டங்களை உருவாக்க இதைப் " -"பயன்படுத்தலாம் மற்றும் அதன் [உறுப்பினர் CULL_MODE] [நிலையான CULL_FRONT] க்கு " -"அமைக்கப்பட்டுள்ளது. மேலும் காண்க [உறுப்பினர் COWER_AMOUNT].\n" -" [b] குறிப்பு: [/b] வெர்டெக்ச் வளர்ச்சியால் புதிய செங்குத்துகளை உருவாக்க முடியாது, " -"அதாவது கூர்மையான மூலைகளில் புலப்படும் இடைவெளிகள் ஏற்படக்கூடும். [Url = https: //wiki." -"polycount.com/wiki/face_weighted_normals] முகம் எடையுள்ள இயல்புகளை [/url] " -"பயன்படுத்துவதற்கு பிரத்தியேகமாக மென்மையான இயல்பானங்களைப் பயன்படுத்த மெச் வடிவமைப்பதன் மூலம் " -"இதைத் தணிக்க முடியும். இந்த விசயத்தில், அசல் கண்ணி போலவே, க்ரோ ஒவ்வொரு அவுட்லைனையும் " -"ஒன்றாக சேர முடியும்." - msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." @@ -20252,27 +20205,6 @@ msgstr "" " .\n" " ." -msgid "" -"Draws a dashed line from a 2D point to another, with a given color and width. " -"See also [method draw_multiline] and [method draw_polyline].\n" -"If [param width] is negative, then a two-point primitives will be drawn " -"instead of a four-point ones. This means that when the CanvasItem is scaled, " -"the line parts will remain thin. If this behavior is not desired, then pass a " -"positive [param width] like [code]1.0[/code].\n" -"If [param antialiased] is [code]true[/code], half transparent \"feathers\" " -"will be attached to the boundary, making outlines smooth.\n" -"[b]Note:[/b] [param antialiased] is only effective if [param width] is " -"greater than [code]0.0[/code]." -msgstr "" -"கொடுக்கப்பட்ட வண்ணம் மற்றும் அகலத்துடன், 2 டி புள்ளியிலிருந்து இன்னொரு இடத்திற்கு ஒரு கோடு " -"வரைகிறது. [முறை Draw_multiline] மற்றும் [முறை Draw_polyline] ஐயும் காண்க.\n" -" [பரம் அகலம்] எதிர்மறையாக இருந்தால், நான்கு புள்ளிகளுக்கு பதிலாக இரண்டு-புள்ளி " -"பழமையானவை வரையப்படும். இதன் பொருள் கேன்வாசிடெம் அளவிடப்படும்போது, வரி பாகங்கள் " -"மெல்லியதாக இருக்கும். இந்த நடத்தை விரும்பவில்லை என்றால், [குறியீடு] 1.0 [/குறியீடு] போன்ற " -"நேர்மறையான [பாரம் அகலத்தை] அனுப்பவும்.\n" -" .\n" -" ." - msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " @@ -20315,23 +20247,6 @@ msgstr "" " dst.a = montulate.a + dst.a * (1.0 - மாடுலேட்.\n" " [/codeBlock]" -msgid "" -"Draws a line from a 2D point to another, with a given color and width. It can " -"be optionally antialiased. See also [method draw_multiline] and [method " -"draw_polyline].\n" -"If [param width] is negative, then a two-point primitive will be drawn " -"instead of a four-point one. This means that when the CanvasItem is scaled, " -"the line will remain thin. If this behavior is not desired, then pass a " -"positive [param width] like [code]1.0[/code]." -msgstr "" -"கொடுக்கப்பட்ட வண்ணம் மற்றும் அகலத்துடன் 2 டி புள்ளியிலிருந்து இன்னொரு இடத்திற்கு ஒரு கோட்டை " -"வரைகிறது. இது விருப்பமாக ஆன்டியாலியாச் செய்யப்படலாம். [முறை Draw_multiline] மற்றும் " -"[முறை Draw_polyline] ஐயும் காண்க.\n" -" [பரம் அகலம்] எதிர்மறையாக இருந்தால், நான்கு புள்ளிகளுக்கு பதிலாக இரண்டு-புள்ளி " -"பழமையானது வரையப்படும். இதன் பொருள் கேன்வாசிடெம் அளவிடப்படும்போது, வரி மெல்லியதாக " -"இருக்கும். இந்த நடத்தை விரும்பவில்லை என்றால், [குறியீடு] 1.0 [/குறியீடு] போன்ற நேர்மறையான " -"[பாரம் அகலத்தை] அனுப்பவும்." - msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." @@ -27158,10 +27073,6 @@ msgstr "" "[முறை viewport.gui_is_drag_successful] க்கு மாற்றாக.\n" " [நிலையான node.notification_drag_end] உடன் சிறப்பாகப் பயன்படுத்தப்படுகிறது." -msgid "Returns [code]true[/code] if layout is right-to-left." -msgstr "" -"தளவமைப்பு வலதுபுறமாக இடமளித்திருந்தால் [குறியீடு] உண்மை [/குறியீடு] ஐ வழங்குகிறது." - msgid "Give up the focus. No other control will be able to receive input." msgstr "கவனத்தை விட்டுவிடுங்கள். வேறு எந்த கட்டுப்பாடும் உள்ளீட்டைப் பெற முடியாது." @@ -27619,13 +27530,6 @@ msgstr "" "அதன் தற்போதைய அளவை விட அதிகமாக மாற்றப்பட்டால் கட்டுப்பாடு வளர வேண்டும், ஏனெனில் " "கட்டுப்பாடு எப்போதும் குறைந்தபட்ச அளவு இருக்க வேண்டும்." -msgid "" -"Controls layout direction and text writing direction. Right-to-left layouts " -"are necessary for certain languages (e.g. Arabic and Hebrew)." -msgstr "" -"தளவமைப்பு திசையையும் உரை எழுதும் திசையையும் கட்டுப்படுத்துகிறது. சில மொழிகளுக்கு (எ." -"கா. அரபு மற்றும் எபிரேய) வலது-இடது தளவமைப்புகள் தேவை." - msgid "" "If [code]true[/code], automatically converts code line numbers, list indices, " "[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the " @@ -28130,9 +28034,6 @@ msgstr "" "அல்ல.\n" " ." -msgid "Sent when control layout direction is changed." -msgstr "கட்டுப்பாட்டு தளவமைப்பு திசை மாற்றப்படும் போது அனுப்பப்பட்டது." - msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." @@ -28521,9 +28422,6 @@ msgstr "" "தானியங்கி தளவமைப்பு திசை, பெற்றோர் கட்டுப்பாட்டு தளவமைப்பு திசையிலிருந்து " "தீர்மானிக்கப்படுகிறது." -msgid "Automatic layout direction, determined from the current locale." -msgstr "தானியங்கி தளவமைப்பு திசை, தற்போதைய இடத்திலிருந்து தீர்மானிக்கப்படுகிறது." - msgid "Left-to-right layout direction." msgstr "இடது முதல் வலது தளவமைப்பு திசை." @@ -49914,13 +49812,6 @@ msgid "" msgstr "" "திரை-விண்வெளி பிரதிபலிப்புகளுக்கான அதிகபட்ச படிகள். அதிக மதிப்புகள் மெதுவாக உள்ளன." -msgid "" -"The default exposure used for tonemapping. Higher values result in a brighter " -"image. See also [member tonemap_white]." -msgstr "" -"டான்மாப்பிங்கிற்கு பயன்படுத்தப்படும் இயல்புநிலை வெளிப்பாடு. அதிக மதிப்புகள் பிரகாசமான " -"படத்தை விளைவிக்கின்றன. [உறுப்பினர் டோன்மேப்_வைட்] ஐயும் காண்க." - msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " "values to be suitable for rendering on an LDR display. (Godot doesn't support " @@ -50181,38 +50072,6 @@ msgstr "" msgid "Use the [Sky] for reflections regardless of what the background is." msgstr "பின்னணி என்ன என்பதைப் பொருட்படுத்தாமல் பிரதிபலிப்புகளுக்கு [வானம்] பயன்படுத்தவும்." -msgid "" -"Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified. This can cause bright lighting to look blown out, with noticeable " -"clipping in the output colors." -msgstr "" -"நேரியல் டான்மாப்பர் ஆபரேட்டர். நேரியல் தரவைப் படித்து, அதை மாற்றியமைக்காமல் கடந்து " -"செல்கிறது. இது வெளியீட்டு வண்ணங்களில் குறிப்பிடத்தக்க கிளிப்பிங் மூலம், பிரகாசமான " -"விளக்குகள் வெடிக்கும்." - -msgid "" -"Filmic tonemapper operator. This avoids clipping bright highlights, with a " -"resulting image that usually looks more vivid than [constant " -"TONE_MAPPER_REINHARDT]." -msgstr "" -"ஃபிலிம் டான்மாப்பர் ஆபரேட்டர். இது பிரகாசமான சிறப்பம்சங்களை கிளிப்பிங் தவிர்க்கிறது, இதன் " -"விளைவாக [நிலையான டோன்_மாப்பர்_ரீன்ஆர்ட்] ஐ விட தெளிவாகக் காணப்படுகிறது." - -msgid "" -"Use the Academy Color Encoding System tonemapper. ACES is slightly more " -"expensive than other options, but it handles bright lighting in a more " -"realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " -"[constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." -msgstr "" -"அகாடமி வண்ண குறியாக்க அமைப்பு டோன்மாப்பரைப் பயன்படுத்தவும். மற்ற விருப்பங்களை விட ஏசச் " -"சற்று விலை உயர்ந்தது, ஆனால் பிரகாசமான விளக்குகளை மிகவும் யதார்த்தமான பாணியில் " -"கையாளுகிறது, அது பிரகாசமாக மாறும் போது அதைத் தூண்டுகிறது. [நிலையான " -"done_mapper_reinhardt] மற்றும் [நிலையான டோன்_மாப்பர்_ஃபில்மிக்] உடன் ஒப்பிடும்போது ACE " -"கள் பொதுவாக மிகவும் மாறுபட்ட வெளியீட்டைக் கொண்டுள்ளன.\n" -" ." - msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." @@ -58535,31 +58394,6 @@ msgstr "" msgid "Reads one chunk from the response." msgstr "பதிலில் இருந்து ஒரு பகுதியைப் படிக்கிறது." -msgid "" -"Sends a raw request to the connected host.\n" -"The URL parameter is usually just the part after the host, so for " -"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. " -"When sending requests to an HTTP proxy server, it should be an absolute URL. " -"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " -"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " -"authority component ([code]host:port[/code]).\n" -"Headers are HTTP request headers. For available HTTP methods, see [enum " -"Method].\n" -"Sends the body data raw, as a byte array and does not encode it in any way." -msgstr "" -"இணைக்கப்பட்ட ஓச்டுக்கு ஒரு மூல கோரிக்கையை அனுப்புகிறது.\n" -" முகவரி அளவுரு வழக்கமாக ஓச்டுக்குப் பிறகு ஒரு பகுதியாகும், எனவே [குறியீடு] https://" -"somehost.com/index.php [/code] க்கு, இது [குறியீடு]/index.php [/code] ஆகும். " -"HTTP பதிலாள் சேவையகத்திற்கு கோரிக்கைகளை அனுப்பும்போது, அது ஒரு முழுமையான முகவரி ஆக " -"இருக்க வேண்டும். [நிலையான httpclient.method_options] கோரிக்கைகளுக்கு, [குறியீடு]*[/" -"குறியீடு] அனுமதிக்கப்படுகிறது. [நிலையான httpclient.method_connect] " -"கோரிக்கைகளுக்கு, இது அதிகாரக் கூறு ([குறியீடு] ஓச்ட்: துறைமுகம் [/குறியீடு]) ஆக இருக்க " -"வேண்டும்.\n" -" தலைப்புகள் HTTP கோரிக்கை தலைப்புகள். கிடைக்கக்கூடிய HTTP முறைகளுக்கு, [ENUM முறை] ஐப் " -"பார்க்கவும்.\n" -" உடல் தரவு பச்சையாக, ஒரு பைட் வரிசையாக அனுப்புகிறது மற்றும் அதை எந்த வகையிலும் " -"குறியாக்கம் செய்யாது." - msgid "" "Sets the proxy server for HTTP requests.\n" "The proxy server is unset if [param host] is empty or [param port] is -1." @@ -60674,20 +60508,6 @@ msgstr "" ". நேரடியாகப் பயன்படுத்த முடியாது, ஆனால் பெறப்பட்ட வள வகைகளை அணுகுவதற்குத் தேவையான " "அனைத்து செயல்பாடுகளையும் கொண்டுள்ளது. [Stecture3D] ஐயும் காண்க." -msgid "" -"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image." -"create] for the expected data format. The first image decides the width, " -"height, image format and mipmapping setting. The other images [i]must[/i] " -"have the same width, height, image format and mipmapping setting.\n" -"Each [Image] represents one [code]layer[/code]." -msgstr "" -"[படம்] களின் வரிசையில் இருந்து ஒரு [இமேச்டெக்ச்டுரேலேயர்டு] உருவாக்குகிறது. " -"எதிர்பார்க்கப்படும் தரவு வடிவமைப்பிற்கு [முறை படம்.இர்ரியேட்] ஐப் பார்க்கவும். முதல் படம் " -"அகலம், உயரம், பட வடிவம் மற்றும் மிப்மாப்பிங் அமைப்பை தீர்மானிக்கிறது. மற்ற படங்கள் [i] " -"வேண்டும் [/i] அதே அகலம், உயரம், பட வடிவம் மற்றும் மிப்மாப்பிங் அமைப்பு ஆகியவற்றைக் " -"கொண்டிருக்க வேண்டும்.\n" -" ஒவ்வொரு [படம்] ஒரு [குறியீடு] அடுக்கு [/குறியீடு] ஐ குறிக்கிறது." - msgid "" "Replaces the existing [Image] data at the given [param layer] with this new " "image.\n" @@ -60975,23 +60795,6 @@ msgstr "" "செய்யும். இருப்பினும், நிகழ்வு கையாளுதலின் நேரத்தின் மீது துல்லியமான கட்டுப்பாட்டை நீங்கள் " "விரும்பும் மேம்பட்ட நிகழ்வுகளில் இது பயனுள்ளதாக இருக்கும்." -msgid "" -"Returns the acceleration in m/s² of the device's accelerometer sensor, if the " -"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"Note this method returns an empty [Vector3] when running from the editor even " -"when your device has an accelerometer. You must export your project to a " -"supported device to read values from the accelerometer.\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் முடுக்கமானி சென்சாரின் m/s² இல் முடுக்கம் " -"வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான vecter3.zero].\n" -" உங்கள் சாதனத்தில் முடுக்கமானி இருக்கும்போது கூட எடிட்டரிலிருந்து இயங்கும் போது இந்த முறை " -"வெற்று [வெக்டர் 3] ஐ வழங்குகிறது என்பதை நினைவில் கொள்க. முடுக்கமானி இருந்து மதிப்புகளைப் " -"படிக்க உங்கள் திட்டத்தை ஆதரிக்கப்பட்ட சாதனத்திற்கு ஏற்றுமதி செய்ய வேண்டும்.\n" -" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற " -"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்." - msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use [method " @@ -61040,30 +60843,6 @@ msgstr "" msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "தற்போது ஒதுக்கப்பட்ட கர்சர் வடிவத்தை வழங்குகிறது ([எனம் கர்சர்சேப்] ஐப் பார்க்கவும்)." -msgid "" -"Returns the gravity in m/s² of the device's accelerometer sensor, if the " -"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் முடுக்கமானி சென்சாரின் M/s² இல் ஈர்ப்பு விசையை " -"வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான vecter3.zero].\n" -" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற " -"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்." - -msgid "" -"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the " -"gyroscope sensor, if the device has one. Otherwise, the method returns " -"[constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"சாதனத்தில் ஒன்று இருந்தால், கைரோச்கோப் சென்சாரின் சாதனத்தின் ஃச், ஒய் மற்றும் சட் அச்சுகளைச் " -"சுற்றி RAD/s இல் சுழற்சி வீதத்தை வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான " -"vecter3.zero].\n" -" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற " -"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்." - msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoyAxis])." @@ -61110,19 +60889,6 @@ msgstr "" "சுட்டி விரைவு ஒவ்வொரு 0.1 கள் மட்டுமே கணக்கிடப்படுகிறது. எனவே, சுட்டி விரைவு சுட்டி " "இயக்கங்களை பின்தங்கியிருக்கும்." -msgid "" -"Returns the magnetic field strength in micro-Tesla for all axes of the " -"device's magnetometer sensor, if the device has one. Otherwise, the method " -"returns [constant Vector3.ZERO].\n" -"[b]Note:[/b] This method only works on Android and iOS. On other platforms, " -"it always returns [constant Vector3.ZERO]." -msgstr "" -"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் காந்தமாமீட்டர் சென்சாரின் அனைத்து அச்சுகளுக்கும் மைக்ரோ-" -"டெச்லாவில் காந்தப்புல வலிமையை வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான " -"vecter3.zero].\n" -" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற " -"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்." - msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together. Equivalent to [method " @@ -68996,34 +68762,6 @@ msgstr "[குறியீடு] உண்மை [/குறியீடு] msgid "Generic mobile VR implementation." msgstr "பொதுவான மொபைல் வி.ஆர் செயல்படுத்தல்." -msgid "" -"This is a generic mobile VR implementation where you need to provide details " -"about the phone and HMD used. It does not rely on any existing framework. " -"This is the most basic interface we have. For the best effect, you need a " -"mobile phone with a gyroscope and accelerometer.\n" -"Note that even though there is no positional tracking, the camera will assume " -"the headset is at a height of 1.85 meters. You can change this by setting " -"[member eye_height].\n" -"You can initialize this interface as follows:\n" -"[codeblock]\n" -"var interface = XRServer.find_interface(\"Native mobile\")\n" -"if interface and interface.initialize():\n" -" get_viewport().use_xr = true\n" -"[/codeblock]" -msgstr "" -"இது ஒரு பொதுவான மொபைல் விஆர் செயல்படுத்தல் ஆகும், அங்கு நீங்கள் தொலைபேசி மற்றும் எச்எம்டி " -"பற்றிய விவரங்களை வழங்க வேண்டும். இது தற்போதுள்ள எந்த கட்டமைப்பையும் நம்பவில்லை. இது நம்மிடம் " -"உள்ள மிக அடிப்படை இடைமுகம். சிறந்த விளைவுக்கு, உங்களுக்கு கைரோச்கோப் மற்றும் முடுக்கமானி " -"கொண்ட மொபைல் போன் தேவை.\n" -" நிலை கண்காணிப்பு இல்லை என்றாலும், கேமரா எட்செட் 1.85 மீட்டர் உயரத்தில் இருப்பதாக " -"கருதுகிறது என்பதை நினைவில் கொள்க. [உறுப்பினர் கண்_ஐட்] அமைப்பதன் மூலம் இதை மாற்றலாம்.\n" -" இந்த இடைமுகத்தை நீங்கள் பின்வருமாறு துவக்கலாம்:\n" -" [கோட் பிளாக்]\n" -" var இடைமுகம் = xrserver.find_interface (\"சொந்த மொபைல்\")\n" -" இடைமுகம் மற்றும் இடைமுகம் என்றால். initialize ():\n" -" get_viewport (). use_xr = உண்மை\n" -" [/codeBlock]" - msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." @@ -84352,9 +84090,6 @@ msgstr "" "தொடர்புடையதாக இருக்கும் (அதாவது [குறியீடு] அர். .slice (0, arr.size () - 2) [/" "code])." -msgid "Returns a [PackedByteArray] with each string encoded as bytes." -msgstr "ஒவ்வொரு சரத்தையும் பைட்டுகளாக குறியிடப்பட்ட ஒரு [பேக் பைட் ஏர்ரே] ஐ வழங்குகிறது." - msgid "" "Returns a new [PackedStringArray] with contents of [param right] added at the " "end of this array. For better performance, consider using [method " @@ -85213,13 +84948,6 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "[Stecture2d] [பனோரமாச்கிமேட்டரியல்] க்கு பயன்படுத்தப்பட வேண்டும்." -msgid "" -"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " -"implementation may change in the future." -msgstr "" -"இந்த முனை [இடமாறு பேக் மைதானம்] மற்றும் [இடமாறு லேயர்] ஆகியவற்றை மாற்றுவதாகும். " -"செயல்படுத்தல் எதிர்காலத்தில் மாறக்கூடும்." - msgid "A node used to create a parallax scrolling background." msgstr "இடமாறு ச்க்ரோலிங் பின்னணியை உருவாக்க பயன்படுத்தப்படும் ஒரு முனை." @@ -96163,13 +95891,6 @@ msgstr "" " . சாளரங்கள் 10 மற்றும் அதற்குப் பிறகு, OS இன் தனியுரிமை அமைப்புகளில் மைக்ரோஃபோனை அணுக " "பயன்பாடுகள் அனுமதிக்கப்படுவதை உறுதிசெய்க." -msgid "" -"The mixing rate used for audio (in Hz). In general, it's better to not touch " -"this and leave it to the host operating system." -msgstr "" -"ஆடியோவுக்கு (HZ இல்) பயன்படுத்தப்படும் கலவை வீதம். பொதுவாக, இதைத் தொட்டு புரவலன் இயக்க " -"முறைமைக்கு விட்டுவிடாமல் இருப்பது நல்லது." - msgid "" "Safer override for [member audio/driver/mix_rate] in the Web platform. Here " "[code]0[/code] means \"let the browser choose\" (since some browsers do not " @@ -98909,20 +98630,6 @@ msgstr "" "அமைப்பை விரும்ப வேண்டும். ச்கிரிப்ட்டில் மாற்றங்கள் இல்லாமல், பழைய தர்க்கத்தை நம்பியிருக்கும் " "பழைய திட்டங்களை ஆதரிப்பதை செயல்படுத்துவதே மரபு நடத்தை." -msgid "" -"Specifies the tablet driver to use. If left empty, the default driver will be " -"used.\n" -"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" -"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url]." -msgstr "" -"பயன்படுத்த டேப்லெட் டிரைவரைக் குறிப்பிடுகிறது. காலியாக இருந்தால், இயல்புநிலை இயக்கி " -"பயன்படுத்தப்படும்.\n" -" . /url]." - -msgid "Override for [member input_devices/pen_tablet/driver] on Windows." -msgstr "சாளரங்களில் [உறுப்பினர் உள்ளீடு_டெவிசச்/பென்_டப்லெட்/டிரைவர்] க்கு மேலெழுதவும்." - msgid "" "If [code]true[/code], long press events on an Android touchscreen are " "transformed into right click events." @@ -98960,34 +98667,6 @@ msgstr "" "[குறியீடு] உண்மை [/குறியீடு] என்றால், சுட்டியைக் சொடுக்கு செய்யும் போது அல்லது " "இழுக்கும்போது தொடு உள்ளீட்டு நிகழ்வுகளை அனுப்புகிறது." -msgid "" -"The locale to fall back to if a translation isn't available in a given " -"language. If left empty, [code]en[/code] (English) will be used." -msgstr "" -"கொடுக்கப்பட்ட மொழியில் மொழிபெயர்ப்பு கிடைக்கவில்லை என்றால் மீண்டும் விழும் இடம். காலியாக " -"இருந்தால், [குறியீடு] என் [/code] (ஆங்கிலம்) பயன்படுத்தப்படும்." - -msgid "" -"If [code]true[/code], text server break iteration rule sets, dictionaries and " -"other optional data are included in the exported project.\n" -"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes " -"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as " -"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line " -"breaking rules. Data is about 4 MB large.\n" -"[b]Note:[/b] \"Fallback\" text server does not use additional data." -msgstr "" -"[குறியீடு] உண்மை [/குறியீடு] என்றால், உரை சேவையக முறிவு மறு செய்கை விதி தொகுப்புகள், " -"அகராதிகள் மற்றும் பிற விருப்ப தரவு ஏற்றுமதி செய்யப்பட்ட திட்டத்தில் சேர்க்கப்பட்டுள்ளன.\n" -" . விதிகளை மீறுதல். தரவு சுமார் 4 எம்பி பெரியது.\n" -" [b] குறிப்பு: [/b] \"குறைவடையும்\" உரை சேவையகம் கூடுதல் தரவைப் பயன்படுத்தாது." - -msgid "" -"If non-empty, this locale will be used when running the project from the " -"editor." -msgstr "" -"காலியாக இல்லாதிருந்தால், எடிட்டரிடமிருந்து திட்டத்தை இயக்கும் போது இந்த இடம் " -"பயன்படுத்தப்படும்." - msgid "" "Double vowels in strings during pseudolocalization to simulate the " "lengthening of text due to localization." @@ -99004,17 +98683,6 @@ msgstr "" "மதிப்பு பெரும்பாலான நடைமுறை நோக்கங்களுக்காக போதுமானது, மேலும் ஒவ்வொரு சரத்தின் " "நீளத்தையும் 30%அதிகரிக்கும்." -msgid "" -"If [code]true[/code], emulate bidirectional (right-to-left) text when " -"pseudolocalization is enabled. This can be used to spot issues with RTL " -"layout and UI mirroring that will crop up if the project is localized to RTL " -"languages such as Arabic or Hebrew." -msgstr "" -"[குறியீடு] உண்மை [/குறியீடு] என்றால், சூடோலோகலைசேசன் இயக்கப்பட்டிருக்கும் போது இருதரப்பு " -"(வலது-இடத்திற்கு) உரையைப் பின்பற்றுங்கள். அரபு அல்லது எபிரேய மொழிகளான ஆர்டிஎல் " -"மொழிகளுக்கு இந்த திட்டம் மொழிபெயர்க்கப்பட்டால், ஆர்.டி.எல் தளவமைப்பு மற்றும் யுஐ " -"பிரதிபலிப்புடன் சிக்கல்களைக் கண்டறிய இதைப் பயன்படுத்தலாம்." - msgid "" "Replace all characters in the string with [code]*[/code]. Useful for finding " "non-localizable strings." @@ -99058,12 +98726,6 @@ msgstr "" "டைமில் சூடோலோகலைசேசனை மாற்ற, அதற்கு பதிலாக [உறுப்பினர் மொழிபெயர்ப்பர்." "பீயுடோலோகலைசேசன்_இனபிள்] ஐப் பயன்படுத்தவும்." -msgid "" -"Force layout direction and text writing direction to RTL for all controls." -msgstr "" -"அனைத்து கட்டுப்பாடுகளுக்கும் ஆர்.டி.எல் -க்கு தளவமைப்பு திசை மற்றும் உரை எழுதும் திசையை " -"கட்டாயப்படுத்துங்கள்." - msgid "" "If [code]true[/code], root node will use [constant Node." "AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node." @@ -99082,35 +98744,6 @@ msgstr "" msgid "Root node default layout direction." msgstr "ரூட் முனை இயல்புநிலை தளவமைப்பு திசை." -msgid "" -"Specifies the [TextServer] to use. If left empty, the default will be used.\n" -"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " -"right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " -"typesetting and complex scripts.\n" -"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" -"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url].\n" -"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, " -"which disables all text rendering and font-related functionality. This driver " -"is not listed in the project settings, but it can be enabled when running the " -"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]command line argument[/url]." -msgstr "" -"பயன்படுத்த [டெக்ச்டர்வர்] குறிப்பிடுகிறது. காலியாக இருந்தால், இயல்புநிலை " -"பயன்படுத்தப்படும்.\n" -" \"ஐ.சி.யு / ஆர்பச் / கிராஃபைட்\" என்பது மிகவும் மேம்பட்ட உரை இயக்கி, வலதுபுறம்-இடது " -"தட்டச்சு மற்றும் சிக்கலான ச்கிரிப்ட்களை ஆதரிக்கிறது (அரபு, ஈப்ரு போன்ற மொழிகளுக்கு). " -"\"குறைவடையும்\" உரை இயக்கி வலது-இடது தட்டச்சு மற்றும் சிக்கலான ச்கிரிப்ட்களை " -"ஆதரிக்காது.\n" -" . /url].\n" -" [b] குறிப்பு: [/b] கூடுதல் [குறியீடு] போலி [/குறியீடு] உரை இயக்கி கிடைக்கிறது, இது " -"அனைத்து உரை வழங்குதல் மற்றும் எழுத்துரு தொடர்பான செயல்பாடுகளை முடக்குகிறது. இந்த இயக்கி " -"திட்ட அமைப்புகளில் பட்டியலிடப்படவில்லை, ஆனால் [குறியீடு]-உரை-இயக்கி போலி [/குறியீடு] " -"[url = $ docs_url/tutorials/editor/editor/command_line_tutorial.html ஐப் " -"பயன்படுத்தி எடிட்டர் அல்லது திட்டத்தை இயக்கும் போது இதை இயக்க முடியும்] கட்டளை வரி " -"உரையாடல் [/url]." - msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." @@ -101113,18 +100746,6 @@ msgstr "" "மதிப்புகளையும் மாற்ற வேண்டும். இந்த தேவையான மாற்றம் விகிதாசாரமாக இல்லை மற்றும் வழக்குக்கு " "வேறுபடுகிறது." -msgid "" -"If [code]true[/code], the 3D physics server runs on a separate thread, making " -"better use of multi-core CPUs. If [code]false[/code], the 3D physics server " -"runs on the main thread. Running the physics server on a separate thread can " -"increase performance, but restricts API access to only physics process." -msgstr "" -"[குறியீடு] உண்மை [/குறியீடு] என்றால், 3D இயற்பியல் சேவையகம் ஒரு தனி நூலில் இயங்குகிறது, " -"இது மல்டி கோர் சிபியு களை சிறப்பாகப் பயன்படுத்துகிறது. [குறியீடு] பொய் [/குறியீடு] " -"என்றால், 3D இயற்பியல் சேவையகம் முதன்மையான நூலில் இயங்குகிறது. இயற்பியல் சேவையகத்தை ஒரு " -"தனி நூலில் இயக்குவது செயல்திறனை அதிகரிக்கும், ஆனால் இயற்பியல் செயல்முறைக்கு மட்டுமே பநிஇ " -"அணுகலை கட்டுப்படுத்துகிறது." - msgid "" "Threshold angular velocity under which a 3D physics body will be considered " "inactive. See [constant PhysicsServer3D." @@ -101700,33 +101321,6 @@ msgstr "" "உண்மையான மதிப்புகள் அமைக்கப்பட்டவற்றிலிருந்து வேறுபடலாம். மேலும் விரிவான மூடுபனிக்கு ஒரு " "பெரிய அளவை அமைக்கவும், சிறந்த செயல்திறனுக்காக சிறிய அளவை அமைக்கவும்." -msgid "" -"Sets the driver to be used by the renderer when using the Compatibility " -"renderer. This property can not be edited directly, instead, set the driver " -"using the platform-specific overrides." -msgstr "" -"பொருந்தக்கூடிய ரெண்டரரைப் பயன்படுத்தும் போது ரெண்டரரால் பயன்படுத்த வேண்டிய இயக்கி " -"அமைக்கிறது. இந்த சொத்தை நேரடியாகத் திருத்த முடியாது, அதற்கு பதிலாக, இயங்குதள-" -"குறிப்பிட்ட மேலெழுதல்களைப் பயன்படுத்தி இயக்கியை அமைக்கவும்." - -msgid "Android override for [member rendering/gl_compatibility/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கான ஆண்ட்ராய்டு மேலெழுதல்." - -msgid "iOS override for [member rendering/gl_compatibility/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கு ஐஇமு மேலெழுதவும்." - -msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கு LinuxBSD மேலெழுதல்." - -msgid "macOS override for [member rendering/gl_compatibility/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கு MACOS மேலெழுதும்." - -msgid "Web override for [member rendering/gl_compatibility/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/PROVIRE] க்கான வலை மேலெழுதும்." - -msgid "Windows override for [member rendering/gl_compatibility/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கு சாளரங்கள் மேலெழுதும்." - msgid "" "If [code]true[/code], the compatibility renderer will fall back to ANGLE if " "native OpenGL is not supported or the device is listed in [member rendering/" @@ -102483,39 +102077,6 @@ msgstr "" " காட்சிகளின் சிக்கலைப் பொறுத்து, இந்த மதிப்பு குறைக்கப்படலாம் அல்லது உயர்த்தப்பட " "வேண்டியிருக்கலாம்." -msgid "Android override for [member rendering/rendering_device/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கான அண்ட்ராய்டு மேலெழுதும்." - -msgid "iOS override for [member rendering/rendering_device/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கு ஐஇமு மேலெழுதும்." - -msgid "LinuxBSD override for [member rendering/rendering_device/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கு லினக்ச் பிஎச்டி மேலெழுதும்." - -msgid "macOS override for [member rendering/rendering_device/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கு மேகோச் மேலெழுதும்." - -msgid "Windows override for [member rendering/rendering_device/driver]." -msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கு சாளரங்கள் மேலெழுதும்." - -msgid "" -"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if " -"Vulkan is not supported.\n" -"[b]Note:[/b] This setting is implemented only on Windows." -msgstr "" -"[குறியீடு] உண்மை [/குறியீடு] என்றால், வல்கன் ஆதரிக்கப்படாவிட்டால் முன்னோக்கி ரெண்டரர் டைரக்ட் " -"3 டி 12 க்கு திரும்பும்.\n" -" [b] குறிப்பு: [/b] இந்த அமைப்பு சாளரங்களில் மட்டுமே செயல்படுத்தப்படுகிறது." - -msgid "" -"If [code]true[/code], the forward renderer will fall back to Vulkan if " -"Direct3D 12 is not supported.\n" -"[b]Note:[/b] This setting is implemented only on Windows." -msgstr "" -"[குறியீடு] உண்மை [/குறியீடு] என்றால், டைரக்ட் 3 டி 12 ஆதரிக்கப்படாவிட்டால் முன்னோக்கி " -"ரெண்டரர் மீண்டும் வல்கானுக்கு விழும்.\n" -" [b] குறிப்பு: [/b] இந்த அமைப்பு சாளரங்களில் மட்டுமே செயல்படுத்தப்படுகிறது." - msgid "" "Enable the pipeline cache that is saved to disk if the graphics API supports " "it.\n" @@ -115989,37 +115550,6 @@ msgstr "சுற்றுப்புற ஒளிக்கு ஒரு கு msgid "Disable reflections." msgstr "பிரதிபலிப்புகளை முடக்கு." -msgid "" -"Output color as they came in. This can cause bright lighting to look blown " -"out, with noticeable clipping in the output colors." -msgstr "" -"வெளியீட்டு நிறம் அவை வந்தவுடன். இது வெளியீட்டு வண்ணங்களில் குறிப்பிடத்தக்க கிளிப்பிங் மூலம், " -"பிரகாசமான விளக்குகள் வெடிக்கும்." - -msgid "" -"Use the filmic tonemapper. This avoids clipping bright highlights, with a " -"resulting image that usually looks more vivid than [constant " -"ENV_TONE_MAPPER_REINHARD]." -msgstr "" -"ஃபிலிமிக் டான்மாப்பரைப் பயன்படுத்தவும். இது பிரகாசமான சிறப்பம்சங்களை கிளிப்பிங் " -"தவிர்க்கிறது, இதன் விளைவாக [நிலையான env_tone_mapper_reinhard] ஐ விட தெளிவாகக் " -"காணப்படுகிறது." - -msgid "" -"Use the Academy Color Encoding System tonemapper. ACES is slightly more " -"expensive than other options, but it handles bright lighting in a more " -"realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " -"and [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." -msgstr "" -"அகாடமி வண்ண குறியாக்க அமைப்பு டோன்மாப்பரைப் பயன்படுத்தவும். மற்ற விருப்பங்களை விட ஏசச் " -"சற்று விலை உயர்ந்தது, ஆனால் பிரகாசமான விளக்குகளை மிகவும் யதார்த்தமான பாணியில் " -"கையாளுகிறது, அது பிரகாசமாக மாறும் போது அதைத் தூண்டுகிறது. [நிலையான " -"env_tone_mapper_reinhard] மற்றும் [நிலையான env_tone_mapper_filmic] உடன் " -"ஒப்பிடும்போது ACES பொதுவாக மிகவும் மாறுபட்ட வெளியீட்டைக் கொண்டுள்ளது.\n" -" ." - msgid "" "Lowest quality of roughness filter for screen-space reflections. Rough " "materials will not have blurrier screen-space reflections compared to smooth " @@ -136275,21 +135805,6 @@ msgstr "" "BIDI மற்றும் சிக்கலான உரை தளவமைப்புக்கு உதவி இல்லாமல், கோடோட்டின் உரை சேவையகத்தின் " "குறைவடையும் செயல்படுத்தல்." -msgid "" -"A fallback implementation of Godot's text server. This fallback is faster " -"than [TextServerAdvanced] for processing a lot of text, but it does not " -"support BiDi and complex text layout.\n" -"[b]Note:[/b] This text server is not part of official Godot binaries. If you " -"want to use it, compile the engine with the option " -"[code]module_text_server_fb_enabled=yes[/code]." -msgstr "" -"கோடோட்டின் உரை சேவையகத்தின் குறைவு செயல்படுத்தல். இந்த குறைவடையும் [டெக்ச்டெர்வர்ட்விடன்ச்] ஐ " -"விட நிறைய உரையை செயலாக்குவதை விட வேகமானது, ஆனால் இது BIDI மற்றும் சிக்கலான உரை " -"தளவமைப்பை ஆதரிக்காது.\n" -" [b] குறிப்பு: [/b] இந்த உரை சேவையகம் அதிகாரப்பூர்வ கோடோட் பைனரிகளின் ஒரு பகுதியாக " -"இல்லை. நீங்கள் அதைப் பயன்படுத்த விரும்பினால், [குறியீடு] MODULE_TEXT_SERVER_FB_ENABLED " -"= ஆம் [/குறியீடு] என்ற விருப்பத்துடன் இயந்திரத்தை தொகுக்கவும்." - msgid "A singleton for managing [TextServer] implementations." msgstr "[டெக்ச்டர்வர்] செயலாக்கங்களை நிர்வகிப்பதற்கான ஒரு சிங்கிள்டன்." @@ -136470,35 +135985,6 @@ msgstr "" "பல, தனி படங்களைக் கொண்ட ஒற்றை அமைப்பு சான்று. ஒவ்வொரு படத்திற்கும் ஒரே பரிமாணங்கள் மற்றும் " "MIPMAP அளவுகளின் எண்ணிக்கை உள்ளது." -msgid "" -"A Texture2DArray is different from a Texture3D: The Texture2DArray does not " -"support trilinear interpolation between the [Image]s, i.e. no blending. See " -"also [Cubemap] and [CubemapArray], which are texture arrays with specialized " -"cubemap functions.\n" -"A Texture2DArray is also different from an [AtlasTexture]: In a " -"Texture2DArray, all images are treated separately. In an atlas, the regions " -"(i.e. the single images) can be of different sizes. Furthermore, you usually " -"need to add a padding around the regions, to prevent accidental UV mapping to " -"more than one region. The same goes for mipmapping: Mipmap chains are handled " -"separately for each layer. In an atlas, the slicing has to be done manually " -"in the fragment shader.\n" -"To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets." -msgstr "" -"ஒரு stecture2darray ஒரு அமைப்பு 3d இலிருந்து வேறுபட்டது: stecture2darray " -"[படத்திற்கு] இடையே Trilinear இடைக்கணிப்பை ஆதரிக்காது, அதாவது கலப்பு இல்லை. சிறப்பு " -"க்யூபேப் செயல்பாடுகளைக் கொண்ட அமைப்பு வரிசைகள் [கியூபேமேப்] மற்றும் [கியூபேமபாரே] " -"ஆகியவற்றைக் காண்க.\n" -" ஒரு Systure2Darray ஒரு [அட்லாச்ட் டெக்ச்டெர்] இலிருந்து வேறுபட்டது: ஒரு அமைப்பு " -"2DARRAY இல், எல்லா படங்களும் தனித்தனியாக நடத்தப்படுகின்றன. ஒரு அட்லசில், பிராந்தியங்கள் " -"(அதாவது ஒற்றை படங்கள்) வெவ்வேறு அளவுகளில் இருக்கலாம். மேலும், ஒன்றுக்கு மேற்பட்ட " -"பகுதிகளுக்கு தற்செயலான புற ஊதா வரைபடத்தைத் தடுக்க, நீங்கள் வழக்கமாக பிராந்தியங்களைச் " -"சுற்றி ஒரு திணிப்பைச் சேர்க்க வேண்டும். MipMapping க்கும் இதுவே செல்கிறது: ஒவ்வொரு " -"அடுக்குக்கும் MIPMAP சங்கிலிகள் தனித்தனியாக கையாளப்படுகின்றன. ஒரு அட்லசில், துண்டு " -"துண்டாக துண்டுகளை கைமுறையாக செய்ய வேண்டும்.\n" -" அத்தகைய அமைப்பு கோப்பை நீங்களே உருவாக்க, கோடோட் எடிட்டர் இறக்குமதி முன்னமைவுகளைப் " -"பயன்படுத்தி உங்கள் படக் கோப்புகளை திருப்பிச் செலுத்துங்கள்." - msgid "" "Creates a placeholder version of this resource ([PlaceholderTexture2DArray])." msgstr "இந்த வளத்தின் ஒதுக்கிட பதிப்பை உருவாக்கவும் ([பிளேச்ஓல்டர்கள் Strecure2Darray])." @@ -138311,25 +137797,6 @@ msgstr "" msgid "Node for 2D tile-based maps." msgstr "2 டி ஓடு அடிப்படையிலான வரைபடங்களுக்கான முனை." -msgid "" -"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " -"tiles which are used to create grid-based maps. A TileMap may have several " -"layers, layouting tiles on top of each other.\n" -"For performance reasons, all TileMap updates are batched at the end of a " -"frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent. This " -"is only queued when inside the scene tree.\n" -"To force an update earlier on, call [method update_internals]." -msgstr "" -"2 டி ஓடு அடிப்படையிலான வரைபடங்களுக்கான முனை. கட்டம் அடிப்படையிலான வரைபடங்களை " -"உருவாக்கப் பயன்படும் ஓடுகளின் பட்டியலைக் கொண்ட [டைல்செட்] டிலேமாப்ச் பயன்படுத்துகிறது. ஒரு " -"டில்மேப்பில் பல அடுக்குகள் இருக்கலாம், ஒருவருக்கொருவர் மேல் ஓடுகளை தளர்த்தலாம்.\n" -" செயல்திறன் காரணங்களுக்காக, அனைத்து டிலேமேப் புதுப்பிப்புகளும் ஒரு சட்டத்தின் முடிவில் " -"தொகுக்கப்பட்டுள்ளன. குறிப்பிடத்தக்க வகையில், ஒரு [டைல்செட்ச் சென்ச்கோலெக்செக்சர்ச்] இன் காட்சி " -"ஓடுகள் அவற்றின் பெற்றோருக்குப் பிறகு துவக்கப்படலாம் என்பதே இதன் பொருள். காட்சி மரத்திற்குள் " -"இருக்கும்போது மட்டுமே இது வரிசையில் நிற்கிறது.\n" -" முன்னர் புதுப்பிப்பை கட்டாயப்படுத்த, [முறை புதுப்பிப்பு_ இன்டர்னல்கள்] ஐ அழைக்கவும்." - msgid "Using Tilemaps" msgstr "டைல்மாப்சைப் பயன்படுத்துதல்" @@ -138954,29 +138421,6 @@ msgstr "எப்போதும் மறைக்க." msgid "Always show." msgstr "எப்போதும் காட்டு." -msgid "" -"Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain " -"a list of tiles which are used to create grid-based maps. Unlike the " -"[TileMap] node, which is deprecated, [TileMapLayer] has only one layer of " -"tiles. You can use several [TileMapLayer] to achieve the same result as a " -"[TileMap] node.\n" -"For performance reasons, all TileMap updates are batched at the end of a " -"frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent. This " -"is only queued when inside the scene tree.\n" -"To force an update earlier on, call [method update_internals]." -msgstr "" -"2 டி ஓடு அடிப்படையிலான வரைபடங்களுக்கான முனை. ஒரு [டில்மாபிளேயர்] ஒரு [டைல்செட்] ஐப் " -"பயன்படுத்துகிறது, இதில் கட்டம் அடிப்படையிலான வரைபடங்களை உருவாக்க பயன்படும் ஓடுகளின் " -"பட்டியலைக் கொண்டுள்ளது. [டிலேமேப்] முனையைப் போலல்லாமல், இது நீக்கப்பட்டது, [டில்மாபிளேயர்] " -"ஓடுகளின் ஒரு அடுக்கு மட்டுமே உள்ளது. [டிலேமேப்] முனையின் அதே முடிவை அடைய நீங்கள் பல " -"[டில்மாபிளேயர்] ஐப் பயன்படுத்தலாம்.\n" -" செயல்திறன் காரணங்களுக்காக, அனைத்து டிலேமேப் புதுப்பிப்புகளும் ஒரு சட்டத்தின் முடிவில் " -"தொகுக்கப்பட்டுள்ளன. குறிப்பிடத்தக்க வகையில், ஒரு [டைல்செட்ச் சென்ச்கோலெக்செக்சர்ச்] இன் காட்சி " -"ஓடுகள் அவற்றின் பெற்றோருக்குப் பிறகு துவக்கப்படலாம் என்பதே இதன் பொருள். காட்சி மரத்திற்குள் " -"இருக்கும்போது மட்டுமே இது வரிசையில் நிற்கிறது.\n" -" முன்னர் புதுப்பிப்பை கட்டாயப்படுத்த, [முறை புதுப்பிப்பு_ இன்டர்னல்கள்] ஐ அழைக்கவும்." - msgid "" "Called with a [TileData] object about to be used internally by the " "[TileMapLayer], allowing its modification at runtime.\n" @@ -145501,14 +144945,6 @@ msgstr "" " திசையனின் [உறுப்பினர் y] மற்றும் [உறுப்பினர் x] ஆகியவற்றுடன் அளவுருக்களாக அழைக்கும்போது " "[முறை @globalscope.atan2] இன் முடிவுக்கு சமம்: [குறியீடு] ATAN2 (y, x) [/code]." -msgid "" -"Returns the angle to the given vector, in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"vector2_angle_to.png]Illustration of the returned angle.[/url]" -msgstr "" -"கொடுக்கப்பட்ட திசையனுக்கு, ரேடியன்களில் கோணத்தை வழங்குகிறது.\n" -" ." - msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" @@ -154954,6 +154390,10 @@ msgstr "" "சாளரம் தற்போது மற்றொரு சாளரத்தில் பதிக்கப்பட்டிருந்தால் [குறியீடு] உண்மை [/குறியீடு] " "திரும்பும்." +msgid "Returns [code]true[/code] if layout is right-to-left." +msgstr "" +"தளவமைப்பு வலதுபுறமாக இடமளித்திருந்தால் [குறியீடு] உண்மை [/குறியீடு] ஐ வழங்குகிறது." + msgid "" "Returns [code]true[/code] if the window can be maximized (the maximize button " "is enabled)." @@ -155692,6 +155132,9 @@ msgid "" msgstr "" "தானியங்கி தளவமைப்பு திசை, பெற்றோர் சாளர தளவமைப்பு திசையிலிருந்து தீர்மானிக்கப்படுகிறது." +msgid "Automatic layout direction, determined from the current locale." +msgstr "தானியங்கி தளவமைப்பு திசை, தற்போதைய இடத்திலிருந்து தீர்மானிக்கப்படுகிறது." + msgid "Initial window position is determined by [member position]." msgstr "ஆரம்ப சாளர நிலை [உறுப்பினர் நிலை] ஆல் தீர்மானிக்கப்படுகிறது." diff --git a/engine/doc/translations/uk.po b/engine/doc/translations/uk.po index 526165e9..02aa56a5 100644 --- a/engine/doc/translations/uk.po +++ b/engine/doc/translations/uk.po @@ -25,12 +25,14 @@ # Oleksandr , 2024. # Максим Горпиніч , 2024. # Bezruchenko Simon , 2024. +# Максим Горпиніч , 2025. +# ghKoty , 2025. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2024-10-13 08:16+0000\n" -"Last-Translator: Максим Горпиніч \n" +"PO-Revision-Date: 2025-02-26 08:20+0000\n" +"Last-Translator: Максим Горпиніч \n" "Language-Team: Ukrainian \n" "Language: uk\n" @@ -39,10 +41,10 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" -"X-Generator: Weblate 5.8-dev\n" +"X-Generator: Weblate 5.10.2-dev\n" msgid "All classes" -msgstr "Всі класси" +msgstr "Всі класи" msgid "Globals" msgstr "Глобальні" @@ -54,7 +56,7 @@ msgid "Resources" msgstr "Ресурси" msgid "Editor-only" -msgstr "Редактор тільки" +msgstr "Тільки для редактору" msgid "Other objects" msgstr "Інші об'єкти" @@ -277,9 +279,23 @@ msgstr "Ця властивіть теми може бути змінена аб msgid "Built-in GDScript constants, functions, and annotations." msgstr "Вбудовані константи, функції та анотації GDScript." +msgid "" +"A list of utility functions and annotations accessible from any script " +"written in GDScript.\n" +"For the list of global functions and constants that can be accessed in any " +"scripting language, see [@GlobalScope]." +msgstr "" +"Список службових функцій і анотацій, доступних з будь-якого сценарію, " +"написаного на GDScript. \n" +"Список глобальних функцій і констант, до яких можна отримати доступ будь-якою " +"мовою сценаріїв, див. [@GlobalScope]." + msgid "GDScript exports" msgstr "Експорт GDScript" +msgid "Use [method Color.from_rgba8] instead." +msgstr "Натомість використовуйте [method Color.from_rgba8]." + msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " "([param b8]), and optionally alpha ([param a8]) integer channels, each " @@ -364,6 +380,23 @@ msgstr "" "[b]Нотатка:[/b] [method assert] є ключовим словом, а не функцією. Тому ви не " "можете викликати її як [Callable] або використовувати у виразах." +msgid "" +"Returns a single character (as a [String]) of the given Unicode code point " +"(which is compatible with ASCII code).\n" +"[codeblock]\n" +"var upper = char(65) # upper is \"A\"\n" +"var lower = char(65 + 32) # lower is \"a\"\n" +"var euro = char(8364) # euro is \"€\"\n" +"[/codeblock]" +msgstr "" +"Повертає один символ (як [String]) заданого коду Unicode (який сумісний із " +"кодом ASCII). \n" +"[codeblock] \n" +"var upper = char(65) # upper це \"A\" \n" +"var lower = char(65 + 32) # lower це \"a\" \n" +"var euro = char(8364) # євро це \"€\" \n" +"[/codeblock]" + msgid "Use [method @GlobalScope.type_convert] instead." msgstr "Натомість використовуйте [method @GlobalScope.type_convert]." @@ -381,15 +414,22 @@ msgid "" msgstr "" "Перетворює [param what] на [param type] найкращим чином. Параметр [param " "type] використовує значення [enum Variant.Type].\n" -"[кодовий блок]\n" -"змінна a = [4, 2,5, 1,2]\n" -"print(a є масив) # Друкує true\n" +"[codeblock]\n" +"var a = [4, 2,5, 1,2]\n" +"print(a is Array) # Друкує true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # Виводить [4, 2, 1]\n" -"print(b це масив) # Виводить false\n" +"print(b is Array) # Виводить false\n" "[/codeblock]" +msgid "" +"Consider using [method JSON.to_native] or [method Object.get_property_list] " +"instead." +msgstr "" +"Замість цього можна використовувати [method JSON.to_native] або [method " +"Object.get_property_list]." + msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." @@ -424,12 +464,12 @@ msgid "" msgstr "" "Повертає масив словників, що представляють поточний стек викликів. Дивіться " "також [метод print_stack].\n" -"[кодовий блок]\n" +"[codeblock]\n" "func _ready():\n" " foo()\n" "\n" " func foo():\n" -" бар()\n" +" bar()\n" "\n" " панель функцій ():\n" " print(get_stack())\n" @@ -437,8 +477,7 @@ msgstr "" " Починаючи з [code]_ready()[/code], [code]bar()[/code] виводить:\n" " [codeblock lang=text]\n" " [{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " -"source:res://script.gd}, {function:_ready, line:6, джерело: res://script." -"gd}]\n" +"source:res://script.gd}, {function:_ready, line:6, source: res://script.gd}]\n" " [/codeblock]\n" " [b]Примітка:[/b] Ця функція працює, лише якщо запущений екземпляр підключено " "до сервера налагодження (тобто екземпляр редактора). [method get_stack] не " @@ -448,6 +487,131 @@ msgstr "" " [b]Примітка:[/b] Виклик цієї функції з [Thread] не підтримується. Це поверне " "порожній масив." +msgid "" +"Consider using [method JSON.from_native] or [method Object.get_property_list] " +"instead." +msgstr "" +"Замість цього можна використовувати [method JSON.from_native] або [method " +"Object.get_property_list]." + +msgid "" +"Returns the passed [param instance] converted to a Dictionary. Can be useful " +"for serializing.\n" +"[codeblock]\n" +"var foo = \"bar\"\n" +"func _ready():\n" +" var d = inst_to_dict(self)\n" +" print(d.keys())\n" +" print(d.values())\n" +"[/codeblock]\n" +"Prints out:\n" +"[codeblock lang=text]\n" +"[@subpath, @path, foo]\n" +"[, res://test.gd, bar]\n" +"[/codeblock]\n" +"[b]Note:[/b] This function can only be used to serialize objects with an " +"attached [GDScript] stored in a separate file. Objects without an attached " +"script, with a script written in another language, or with a built-in script " +"are not supported.\n" +"[b]Note:[/b] This function is not recursive, which means that nested objects " +"will not be represented as dictionaries. Also, properties passed by reference " +"([Object], [Dictionary], [Array], and packed arrays) are copied by reference, " +"not duplicated." +msgstr "" +"Повертає переданий [примірник param], перетворений на словник. Може бути " +"корисним для серіалізації. \n" +"[codeblock] \n" +"var foo = \"bar\" \n" +"func _ready(): \n" +" var d = inst_to_dict(self) \n" +" print(d.keys()) \n" +" print(d.values()) \n" +"[/codeblock] \n" +"Роздруковує: \n" +"[codeblock lang=text] \n" +"[@subpath, @path, foo] \n" +"[, res://test.gd, bar] \n" +"[/codeblock] \n" +"[b]Примітка:[/b] Цю функцію можна використовувати лише для серіалізації " +"об’єктів із прикріпленим [GDScript], що зберігається в окремому файлі. " +"Об’єкти без прикріпленого сценарію, зі сценарієм, написаним іншою мовою, або " +"з вбудованим сценарієм не підтримуються. \n" +"[b]Примітка:[/b] Ця функція не є рекурсивною, що означає, що вкладені об’єкти " +"не будуть представлені як словники. Крім того, властивості, передані за " +"посиланням ([Object], [Dictionary], [Array] і упаковані масиви), копіюються " +"за посиланням, а не дублюються." + +msgid "" +"Returns [code]true[/code] if [param value] is an instance of [param type]. " +"The [param type] value must be one of the following:\n" +"- A constant from the [enum Variant.Type] enumeration, for example [constant " +"TYPE_INT].\n" +"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" +"- A [Script] (you can use any class, including inner one).\n" +"Unlike the right operand of the [code]is[/code] operator, [param type] can be " +"a non-constant value. The [code]is[/code] operator supports more features " +"(such as typed arrays). Use the operator instead of this method if you do not " +"need dynamic type checking.\n" +"[b]Examples:[/b]\n" +"[codeblock]\n" +"print(is_instance_of(a, TYPE_INT))\n" +"print(is_instance_of(a, Node))\n" +"print(is_instance_of(a, MyClass))\n" +"print(is_instance_of(a, MyClass.InnerClass))\n" +"[/codeblock]\n" +"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " +"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " +"above options, this method will raise a runtime error.\n" +"See also [method @GlobalScope.typeof], [method type_exists], [method Array." +"is_same_typed] (and other [Array] methods)." +msgstr "" +"Повертає [code]true[/code], якщо [param value] є екземпляром [param type]. " +"Значення [param type] має бути одним із таких: \n" +"- Константа з переліку [enum Variant.Type], наприклад [константа TYPE_INT]. \n" +"- Похідний від [Object] клас, який існує в [ClassDB], наприклад [Node]. \n" +"- A [Script] (можна використовувати будь-який клас, включаючи внутрішній). \n" +"На відміну від правого операнда оператора [code]is[/code], [param type] може " +"бути непостійним значенням. Оператор [code]is[/code] підтримує більше функцій " +"(наприклад, типізовані масиви). Використовуйте оператор замість цього методу, " +"якщо вам не потрібна динамічна перевірка типу. \n" +"[b]Приклади:[/b] \n" +"[codeblock] \n" +"print(is_instance_of(a, TYPE_INT)) \n" +"print(is_instance_of(a, Node)) \n" +"print(is_instance_of(a, MyClass)) \n" +"print(is_instance_of(a, MyClass.InnerClass)) \n" +"[/codeblock] \n" +"[b]Примітка:[/b] Якщо [param value] і/або [param type] є звільненими " +"об’єктами (див. [method @GlobalScope.is_instance_valid]), або [param type] не " +"є одним із наведених вище параметрів, цей метод викличе помилку виконання. \n" +"Дивіться також [method @GlobalScope.typeof], [method type_exists], [method " +"Array.is_same_typed] (та інші методи [Array])." + +msgid "" +"Returns the length of the given Variant [param var]. The length can be the " +"character count of a [String] or [StringName], the element count of any array " +"type, or the size of a [Dictionary]. For every other Variant type, a run-time " +"error is generated and execution is stopped.\n" +"[codeblock]\n" +"var a = [1, 2, 3, 4]\n" +"len(a) # Returns 4\n" +"\n" +"var b = \"Hello!\"\n" +"len(b) # Returns 6\n" +"[/codeblock]" +msgstr "" +"Повертає довжину заданого варіанту [param var]. Довжиною може бути кількість " +"символів [String] або [StringName], кількість елементів будь-якого типу " +"масиву або розмір [Dictionary]. Для кожного іншого типу Variant генерується " +"помилка під час виконання, і виконання припиняється. \n" +"[codeblock] \n" +"var a = [1, 2, 3, 4] \n" +"len(a) # Повертає 4 \n" +"\n" +"var b = \"Привіт!\" \n" +"len(b) # Повертає 6 \n" +"[/codeblock]" + msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script or " @@ -493,7 +657,7 @@ msgstr "" " [b]Примітка.[/b] Шляхи до ресурсів можна отримати, клацнувши правою кнопкою " "миші на ресурсі в док-станції FileSystem і вибравши «Копіювати шлях», або " "перетягнувши файл із док-станції FileSystem у поточний сценарій.\n" -" [кодовий блок]\n" +" [codeblock]\n" " # Завантажте сцену під назвою \"main\", розташовану в кореневому каталозі " "проекту, і кешуйте її в змінній.\n" " var main = load(\"res://main.tscn\") # main міститиме ресурс PackedScene.\n" @@ -539,7 +703,7 @@ msgstr "" " [b]Примітка.[/b] Шляхи до ресурсів можна отримати, клацнувши правою кнопкою " "миші на ресурсі на панелі ресурсів і вибравши «Копіювати шлях» або " "перетягнувши файл із док-станції FileSystem у поточний сценарій.\n" -" [кодовий блок]\n" +" [codeblock]\n" " # Створення екземпляра сцени.\n" " var diamond = preload(\"res://diamond.tscn\").instantiate()\n" " [/codeblock]\n" @@ -562,7 +726,7 @@ msgstr "" " Результат у консолі може виглядати так:\n" " [codeblock lang=text]\n" " Тестовий друк\n" -" За адресою: res://test.gd:15:_process()\n" +" At: res://test.gd:15:_process()\n" " [/codeblock]\n" " [b]Примітка:[/b] Виклик цієї функції з [Thread] не підтримується. Це " "натомість надрукує ідентифікатор потоку." @@ -585,7 +749,7 @@ msgstr "" "get_stack].\n" " Результат у консолі може виглядати так:\n" " [codeblock lang=text]\n" -" Кадр 0 - res://test.gd:16 у функції '_process'\n" +" Frame 0 - res://test.gd:16 in function '_process'\n" " [/codeblock]\n" " [b]Примітка:[/b] Ця функція працює, лише якщо запущений екземпляр підключено " "до сервера налагодження (тобто екземпляр редактора). [method print_stack] не " @@ -595,6 +759,106 @@ msgstr "" " [b]Примітка:[/b] Виклик цієї функції з [Thread] не підтримується. Це " "натомість надрукує ідентифікатор потоку." +msgid "" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " +"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" +"b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." +"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"[b]Examples:[/b]\n" +"[codeblock]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" +"[/codeblock]\n" +"To iterate over an [Array] backwards, use:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size() - 1, -1, -1):\n" +" print(array[i])\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock lang=text]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"To iterate over [float], convert them in the loop.\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock lang=text]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" +msgstr "" +"Повертає масив із заданим діапазоном. [Діапазон методів] можна викликати " +"трьома способами: \n" +"[code]діапазон(n: int)[/code]: починається з 0, збільшується з кроком 1 і " +"зупиняється [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] є " +"[b]виключним[/b]. \n" +"[code]діапазон(b: int, n: int)[/code]: починається з [code]b[/code], " +"збільшується на крок 1 і зупиняється [i]перед[/i] [code]n[/code]. Аргументи " +"[code]b[/code] і [code]n[/code] є [b]включними[/b] та [b]виключними[/b] " +"відповідно. \n" +"[code]діапазон (b: int, n: int, s: int)[/code]: починається з [code]b[/code], " +"збільшує/зменшується кроками [code]s[/code] і зупиняється [i]перед[/i] " +"[code]n[/code]. Аргументи [code]b[/code] і [code]n[/code] є [b]включними[/b] " +"та [b]виключними[/b] відповідно. Аргумент [code]s[/code] [b]може[/b] бути " +"негативним, але не [code]0[/code]. Якщо [code]s[/code] дорівнює [code]0[/" +"code], друкується повідомлення про помилку. \n" +"[method range] перетворює всі аргументи на [int] перед обробкою. \n" +"[b]Примітка.[/b] Повертає порожній масив, якщо жодне значення не відповідає " +"обмеженню значення (наприклад, [code]range(2, 5, -1)[/code] або " +"[code]range(5, 5, 1)[/code]). \n" +"[b]Приклади:[/b] \n" +"[codeblock] \n" +"print(range(4)) # Виводить [0, 1, 2, 3] \n" +"print(range(2, 5)) # Виводить [2, 3, 4] \n" +"print(range(0, 6, 2)) # Виводить [0, 2, 4] \n" +"print(range(4, 1, -1)) # Виводить [4, 3, 2] \n" +"[/codeblock] \n" +"Щоб виконати ітерацію [Array] у зворотному напрямку, використовуйте: \n" +"[codeblock] \n" +"var array = [3, 6, 9] \n" +"from I in range (array.size() - 1, -1, -1): \n" +" print(масив[i]) \n" +"[/codeblock] \n" +"Вихід: \n" +"[codeblock lang=text] \n" +"9\n" +"6\n" +"3\n" +"[/codeblock] \n" +"Щоб виконати ітерацію [float], перетворіть їх у циклі. \n" +"[codeblock] \n" +"from I in range (3, 0, -1): \n" +" print(i / 10.0) \n" +"[/codeblock] \n" +"Вихід: \n" +"[codeblock lang=text] \n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" + msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" @@ -716,34 +980,34 @@ msgstr "" "Позначте наступну властивість як експортовану (можна редагувати в панелі " "інспектора та зберегти на диску). Щоб керувати типом експортованої " "властивості, використовуйте нотацію підказки типу.\n" -" [кодовий блок]\n" -" розширює вузол\n" +" [codeblock]\n" +" extends Node\n" "\n" -" enum Напрямок {ВЛІВО, ВПРАВО, ВГОРУ, ВНИЗ}\n" +" enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" " # Вбудовані типи.\n" -" @export змінна рядок = \"\"\n" +" @export var strint = \"\"\n" " @export var int_number = 5\n" " @export var float_number: float = 5\n" "\n" " # Enums.\n" -" Тип змінної @export: Variant.Type\n" -" @export змінний формат: Image.Format\n" -" @export var direction: Напрямок\n" +" @export variable type: Variant.Type\n" +"@export variable format: Image.Format\n" +"@export var direction: Direction\n" "\n" " # Ресурси.\n" -" @export var image: Зображення\n" -" @export var custom_resource: CustomResource\n" +" @export var image: Image\n" +"@export var custom_resource: CustomResource\n" "\n" " # Вузли.\n" -" @export var node: вузол\n" -" @export var custom_node: CustomNode\n" +" @export var node: node\n" +"@export var custom_node: CustomNode\n" "\n" " # Введені масиви.\n" -" @export var int_array: Масив[int]\n" -" @export var direction_array: Масив[Напрямок]\n" -" @export var image_array: Масив[Зображення]\n" -" @export var node_array: Масив[вузол]\n" +" @export var int_array: Array[int]\n" +"@export var direction_array: Array[Direction]\n" +"@export var image_array: Array[Image]\n" +"@export var node_array: Array[node]\n" " [/codeblock]\n" " [b]Примітка:[/b] Спеціальні ресурси та вузли слід реєструвати як глобальні " "класи за допомогою [code]class_name[/code], оскільки Inspector наразі " @@ -792,9 +1056,9 @@ msgstr "" "[PackedColorArray], не дозволяючи редагувати його прозорість ([member Color." "a]).\n" " Дивіться також [константа PROPERTY_HINT_COLOR_NO_ALPHA].\n" -" [кодовий блок]\n" -" @export_color_no_alpha var dye_color: Колір\n" -" @export_color_no_alpha змінна dye_colors: масив[колір]\n" +" [codeblock]\n" +" @export_color_no_alpha var dye_color: Color \n" +" @export_color_no_alpha var dye_colors: array[color]\n" " [/codeblock]" msgid "" @@ -811,7 +1075,7 @@ msgstr "" "Дозволяє встановити спеціальну підказку, рядок підказки та позначки " "використання для експортованої властивості. Зауважте, що GDScript не виконує " "перевірку, він просто передає параметри до редактора.\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_custom(PROPERTY_HINT_NONE, \"suffix:m\") suffix var: Vector3\n" " [/codeblock]\n" " [b]Примітка:[/b] Незалежно від значення [param usage] прапор [constant " @@ -834,9 +1098,9 @@ msgstr "" "її вкладеними папками. Перегляньте [анотацію @export_global_dir], щоб " "дозволити вибір із усієї файлової системи.\n" " Дивіться також [константа PROPERTY_HINT_DIR].\n" -" [кодовий блок]\n" -" @export_dir var sprite_folder_path: рядок\n" -" @export_dir var sprite_folder_paths: масив[рядок]\n" +" [codeblock]\n" +" @export_dir var sprite_folder_path: String\n" +" @export_dir var sprite_folder_paths: Array[String]\n" " [/codeblock]" msgid "" @@ -880,29 +1144,30 @@ msgstr "" "допомогою двокрапки. Якщо властивість є [String], тоді значення " "зберігається.\n" " Дивіться також [константа PROPERTY_HINT_ENUM].\n" -" [кодовий блок]\n" -" @export_enum(\"Воїн\", \"Чарівник\", \"Злодій\") var character_class: int\n" -" @export_enum(\"Повільно:30\", \"Середньо:60\", \"Дуже швидко:200\") var " +" [codeblock]\n" +" @export_enum(\"Warrior\", \"Wizard\", \"Thief\") var character_class: int\n" +" @export_enum(\"Slow:30\", \"Medium:60\", \"Very fast:200\") var " "character_speed: int\n" -" @export_enum(\"Ребекка\", \"Мері\", \"Лія\") var character_name: рядок\n" +" @export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: string\n" "\n" -" @export_enum(\"Меч\", \"Спис\", \"Булава\") var character_items: Array[int]\n" +" @export_enum(\"Sword\", \"Spear\", \"Mace\"\") var character_items: " +"Array[int]\n" " @export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: " "Array[String]\n" " [/codeblock]\n" " Якщо ви хочете встановити початкове значення, ви повинні вказати його явно:\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" " [/codeblock]\n" " Якщо ви хочете використовувати іменовані переліки GDScript, замість цього " "використовуйте [аннотацію @export]:\n" -" [кодовий блок]\n" +" [codeblock]\n" " enum CharacterName {REBECCA, MARY, LEAH}\n" -" @export var character_name: Назва символу\n" +" @export var character_name: Symbol name\n" "\n" -" enum CharacterItem {МЕЧ, СПИС, БУЛАВА}\n" -" @export var character_items: Масив[CharacterItem]\n" +" enum CharacterItem {SWORD, SCRIPT, MACE}\n" +" @export var character_items: Array[CharacterItem]\n" " [/codeblock]" msgid "" @@ -925,11 +1190,11 @@ msgstr "" "зрозумілою для редагування властивостей затухання. [code]\"positive_only\"[/" "code] обмежує значення лише як більше або дорівнює нулю.\n" " Дивіться також [константа PROPERTY_HINT_EXP_EASING].\n" -" [кодовий блок]\n" -" @export_exp_easing змінна швидкість переходу\n" -" @export_exp_easing(\"attenuation\") змінна fading_attenuation\n" -" @export_exp_easing(\"positive_only\") змінна effect_power\n" -" @export_exp_easing var speeds: масив [float]\n" +" [codeblock]\n" +" @export_exp_easing var transition_speed\n" +" @export_exp_easing(\"attenuation\") var fading_attenuation\n" +" @export_exp_easing(\"positive_only\") var effect_power\n" +" @export_exp_easing var speeds: Array [float]\n" " [/codeblock]" msgid "" @@ -953,10 +1218,10 @@ msgstr "" " Якщо надано [param filter], лише відповідні файли будуть доступні для " "вибору.\n" " Дивіться також [константа PROPERTY_HINT_FILE].\n" -" [кодовий блок]\n" -" @export_file var sound_effect_path: рядок\n" -" @export_file(\"*.txt\") var notes_path: рядок\n" -" @export_file var level_paths: масив[рядок]\n" +" [codeblock]\n" +" @export_file var sound_effect_path: String\n" +" @export_file(\"*.txt\") var notes_path: String\n" +" @export_file var level_paths: Array[String]\n" " [/codeblock]" msgid "" @@ -995,17 +1260,17 @@ msgstr "" "зберігати кілька «перевірених» чи [code]true[/code] значень з однією " "властивістю та зручно вибирати їх із док-станції Inspector.\n" " Дивіться також [константа PROPERTY_HINT_FLAGS].\n" -" [кодовий блок]\n" -" @export_flags(\"Вогонь\", \"Вода\", \"Земля\", \"Вітер\") var spell_elements " -"= 0\n" +" [codeblock]\n" +" @export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " +"0\n" " [/codeblock]\n" " Ви можете додати явні значення за допомогою двокрапки:\n" -" [кодовий блок]\n" -" @export_flags(\"Я:4\", \"Союзники:8\", \"Вороги:16\") var spell_targets = 0\n" +" [codeblock]\n" +"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" " [/codeblock]\n" " Ви також можете комбінувати кілька прапорів:\n" -" [кодовий блок]\n" -" @export_flags(\"Я:4\", \"Союзники:8\", \"Я та союзники:12\", \"Вороги:16\")\n" +" [codeblock]\n" +" @export_flags(\"A:4\", \"Allies:8\", \"Me and Allies:12\", \"Enemies:16\")\n" " var spell_targets = 0\n" " [/codeblock]\n" " [b]Примітка.[/b] Значення прапора має бути не менше [code]1[/code] і не " @@ -1013,14 +1278,14 @@ msgstr "" " [b]Примітка:[/b] На відміну від [аннотації @export_enum], попереднє явне " "значення не враховується. У наступному прикладі A дорівнює 16, B дорівнює 2, " "C дорівнює 4.\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_flags(\"A:16\", \"B\", \"C\") змінна x\n" " [/codeblock]\n" " Ви також можете використовувати анотацію для [Array][lb][int][rb], " "[PackedByteArray], [PackedInt32Array] і [PackedInt64Array]\n" -" [кодовий блок]\n" -" @export_flags(\"Вогонь\", \"Вода\", \"Земля\", \"Вітер\") var " -"phase_elements: Array[int]\n" +" [codeblock]\n" +" @export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: " +"Array[int]\n" " [/codeblock]" msgid "" @@ -1037,9 +1302,9 @@ msgstr "" "шарів навігації. Віджет у доці Inspector використовуватиме назви шарів, " "визначені в [member ProjectSettings.layer_names/2d_navigation/layer_1].\n" " Дивіться також [константа PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_flags_2d_navigation var navigation_layers: int\n" -" @export_flags_2d_navigation var navigation_layers_array: Масив[int]\n" +" @export_flags_2d_navigation var navigation_layers_array: Array[int]\n" " [/codeblock]" msgid "" @@ -1056,9 +1321,9 @@ msgstr "" "фізики. Віджет у доці Inspector використовуватиме назви шарів, визначені в " "[member ProjectSettings.layer_names/2d_physics/layer_1].\n" " Дивіться також [константа PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_flags_2d_physics змінна physics_layers: int\n" -" @export_flags_2d_physics вар. physics_layers_array: Масив[int]\n" +" @export_flags_2d_physics вар. physics_layers_array: Array[int]\n" " [/codeblock]" msgid "" @@ -1075,9 +1340,9 @@ msgstr "" "візуалізації. Віджет у доці Inspector використовуватиме назви шарів, " "визначені в [member ProjectSettings.layer_names/2d_render/layer_1].\n" " Дивіться також [константа PROPERTY_HINT_LAYERS_2D_RENDER].\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_flags_2d_render var render_layers: int\n" -" @export_flags_2d_render var render_layers_array: Масив[int]\n" +" @export_flags_2d_render var render_layers_array: Array[int]\n" " [/codeblock]" msgid "" @@ -1094,9 +1359,9 @@ msgstr "" "навігації. Віджет у доці Inspector використовуватиме назви шарів, визначені в " "[member ProjectSettings.layer_names/3d_navigation/layer_1].\n" " Дивіться також [константа PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_flags_3d_navigation var navigation_layers: int\n" -" @export_flags_3d_navigation var navigation_layers_array: Масив[int]\n" +" @export_flags_3d_navigation var navigation_layers_array: Array[int]\n" " [/codeblock]" msgid "" @@ -1113,9 +1378,9 @@ msgstr "" "фізики. Віджет у доці Inspector використовуватиме назви шарів, визначені в " "[member ProjectSettings.layer_names/3d_physics/layer_1].\n" " Дивіться також [константа PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_flags_3d_physics var physics_layers: int\n" -" @export_flags_3d_physics var physics_layers_array: Масив[int]\n" +" @export_flags_3d_physics var physics_layers_array: Array[int]\n" " [/codeblock]" msgid "" @@ -1132,9 +1397,9 @@ msgstr "" "візуалізації. Віджет у доці Inspector використовуватиме назви шарів, " "визначені в [member ProjectSettings.layer_names/3d_render/layer_1].\n" " Дивіться також [константа PROPERTY_HINT_LAYERS_3D_RENDER].\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_flags_3d_render var render_layers: int\n" -" @export_flags_3d_render var render_layers_array: Масив[int]\n" +" @export_flags_3d_render var render_layers_array: Array[int]\n" " [/codeblock]" msgid "" @@ -1151,9 +1416,9 @@ msgstr "" "уникнення навігації. Віджет у доці Inspector використовуватиме назви шарів, " "визначені в [member ProjectSettings.layer_names/avoidance/layer_1].\n" " Дивіться також [константа PROPERTY_HINT_LAYERS_AVOIDANCE].\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_flags_avoidance вар. Avoidance_layers: int\n" -" @export_flags_avoidance вар. Avoidance_layers_array: Масив[int]\n" +" @export_flags_avoidance вар. Avoidance_layers_array: Array[int]\n" " [/codeblock]" msgid "" @@ -1172,9 +1437,9 @@ msgstr "" "усієї файлової системи. Перегляньте [аннотацію @export_dir], щоб обмежити " "його папкою проекту та її вкладеними папками.\n" " Дивіться також [константа PROPERTY_HINT_GLOBAL_DIR].\n" -" [кодовий блок]\n" -" @export_global_dir var sprite_folder_path: рядок\n" -" @export_global_dir var sprite_folder_paths: масив[рядок]\n" +" [codeblock]\n" +" @export_global_dir var sprite_folder_path: String\n" +" @export_global_dir var sprite_folder_paths: Array[String]\n" " [/codeblock]" msgid "" @@ -1198,10 +1463,10 @@ msgstr "" " Якщо надано [param filter], лише відповідні файли будуть доступні для " "вибору.\n" " Дивіться також [константа PROPERTY_HINT_GLOBAL_FILE].\n" -" [кодовий блок]\n" -" @export_global_file var sound_effect_path: рядок\n" -" @export_global_file(\"*.txt\") var notes_path: рядок\n" -" @export_global_file var multiple_paths: масив[рядок]\n" +" [codeblock]\n" +" @export_global_file var sound_effect_path: String\n" +" @export_global_file(\"*.txt\") var notes_path: String\n" +" @export_global_file var multiple_paths: Array[String]\n" " [/codeblock]" msgid "" @@ -1244,12 +1509,12 @@ msgstr "" " Групи не можуть бути вкладеними, використовуйте [анотацію @export_subgroup], " "щоб додати підгрупи всередині груп.\n" " Дивіться також [константа PROPERTY_USAGE_GROUP].\n" -" [кодовий блок]\n" -" @export_group(\"Властивості Racer\")\n" -" @export var nickname = \"Нік\"\n" +" [codeblock]\n" +" @export_group(\"Racer Properties\")\n" +" @export var nickname = \"Nick\"\n" " @export var age = 26\n" "\n" -" @export_group(\"Властивості автомобіля\", \"автомобіль_\")\n" +" @export_group(\"Car Properties\", \"car_7\")\n" " @export var car_label = \"Speedy\"\n" " @export var car_number = 3\n" "\n" @@ -1274,9 +1539,9 @@ msgstr "" "вмісту та полегшує редагування великої кількості тексту, що зберігається у " "властивості.\n" " Дивіться також [константа PROPERTY_HINT_MULTILINE_TEXT].\n" -" [кодовий блок]\n" +" [codeblock]\n" " @export_multiline var character_biography\n" -" @export_multiline var npc_dialogs: масив[рядок]\n" +" @export_multiline var npc_dialogs: Array[String]\n" " [/codeblock]" msgid "" @@ -1294,9 +1559,8 @@ msgstr "" "Експортуйте властивість [NodePath] або [Array][lb][NodePath][rb] із фільтром " "для дозволених типів вузлів.\n" " Дивіться також [константа PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" -" [кодовий блок]\n" -" @export_node_path(\"Кнопка\", \"Кнопка TouchScreenButton\") змінна " -"some_button\n" +" [codeblock]\n" +" @export_node_path(\"Bottom\", \"Bottom TouchScreenButton\") var some_button\n" " @export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: " "Array[NodePath]\n" " [/codeblock]\n" @@ -1318,10 +1582,9 @@ msgstr "" "[PackedStringArray] із текстом-заповнювачем, який відображається у віджеті " "редактора, якщо немає значення.\n" " Дивіться також [константа PROPERTY_HINT_PLACEHOLDER_TEXT].\n" -" [кодовий блок]\n" -" @export_placeholder(\"Назва в нижньому регістрі\") var character_id: рядок\n" -" @export_placeholder(\"Ім'я в нижньому регістрі\") var friend_ids: " -"Array[String]\n" +" [codeblock]\n" +" @export_placeholder(\"Name in lowercase\") var character_id: String\n" +" @export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n" " [/codeblock]" msgid "" @@ -1381,19 +1644,18 @@ msgstr "" "Нарешті, спеціальний суфікс можна надати за допомогою [code]\"suffix:unit\"[/" "code], де \"unit\" може бути будь-яким рядком.\n" " Дивіться також [константа PROPERTY_HINT_RANGE].\n" -" [кодовий блок]\n" -" @export_range(0, 20) номер змінної\n" -" @export_range(-10, 20) номер змінної\n" -" @export_range(-10, 20, 0,2) номер змінної: float\n" -" @export_range(0, 20) змінні номери: масив[float]\n" +" [codeblock]\n" +" @export_range(0, 20) var number\n" +" @export_range(-10, 20) var number\n" +" @export_range(-10, 20, 0,2) var number: float\n" +" @export_range(0, 20) var number: Array[float]\n" "\n" -" @export_range(0, 100, 1, \"or_greater\") змінна power_percent\n" -" @export_range(0, 100, 1, \"or_greater\", \"or_less\") змінна Health_delta\n" +" @export_range(0, 100, 1, \"or_greater\") var power_percent\n" +" @export_range(0, 100, 1, \"or_greater\", \"or_less\") var Health_delta\n" "\n" -" @export_range(-180, 180, 0,001, \"радіани_як_градуси\") змінна " -"angle_radians\n" -" @export_range(0, 360, 1, \"градуси\") змінна angle_degrees\n" -" @export_range(-8, 8, 2, \"suffix:px\") змінна target_offset\n" +" @export_range(-180, 180, 0,001, \"radians_as_degrees\") var angle_radians\n" +" @export_range(0, 360, 1, \"градуси\") var angle_degrees\n" +" @export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" " [/codeblock]" msgid "" @@ -1414,13 +1676,208 @@ msgstr "" "[annotation @tool]. Також значення властивості копіюється під час виклику " "[method Resource.duplicate] або [method Node.duplicate], на відміну від " "неекспортованих змінних.\n" -" [кодовий блок]\n" +" [codeblock]\n" " var a # Не зберігається у файлі, не відображається в редакторі.\n" " @export_storage var b # Зберігається у файлі, не відображається в " "редакторі.\n" " @export var c: int # Зберігається у файлі, відображається в редакторі.\n" " [/codeblock]" +msgid "" +"Define a new subgroup for the following exported properties. This helps to " +"organize properties in the Inspector dock. Subgroups work exactly like " +"groups, except they need a parent group to exist. See [annotation " +"@export_group].\n" +"See also [constant PROPERTY_USAGE_SUBGROUP].\n" +"[codeblock]\n" +"@export_group(\"Racer Properties\")\n" +"@export var nickname = \"Nick\"\n" +"@export var age = 26\n" +"\n" +"@export_subgroup(\"Car Properties\", \"car_\")\n" +"@export var car_label = \"Speedy\"\n" +"@export var car_number = 3\n" +"[/codeblock]\n" +"[b]Note:[/b] Subgroups cannot be nested, but you can use the slash separator " +"([code]/[/code]) to achieve the desired effect:\n" +"[codeblock]\n" +"@export_group(\"Car Properties\")\n" +"@export_subgroup(\"Wheels\", \"wheel_\")\n" +"@export_subgroup(\"Wheels/Front\", \"front_wheel_\")\n" +"@export var front_wheel_strength = 10\n" +"@export var front_wheel_mobility = 5\n" +"@export_subgroup(\"Wheels/Rear\", \"rear_wheel_\")\n" +"@export var rear_wheel_strength = 8\n" +"@export var rear_wheel_mobility = 3\n" +"@export_subgroup(\"Wheels\", \"wheel_\")\n" +"@export var wheel_material: PhysicsMaterial\n" +"[/codeblock]" +msgstr "" +"Визначте нову підгрупу для таких експортованих властивостей. Це допомагає " +"впорядкувати властивості в доці Inspector. Підгрупи працюють так само, як " +"групи, за винятком того, що для існування їм потрібна батьківська група. " +"Перегляньте [аннотацію @export_group]. \n" +"Дивіться також [константа PROPERTY_USAGE_SUBGROUP]. \n" +"[codeblock] \n" +"@export_group(\"Racer Properties\") \n" +"@export var nickname = \"Nick\" \n" +"@export var age = 26 \n" +"\n" +"@export_subgroup(\", \"Car Properties\") \n" +"@export var car_label = \"Speedy\" \n" +"@export var car_number = 3 \n" +"[/codeblock] \n" +"[b]Примітка:[/b] Підгрупи не можуть бути вкладеними, але ви можете " +"використовувати роздільник похилої риски ([код]/[/код]), щоб досягти бажаного " +"ефекту: \n" +"[codeblock] \n" +"@export_group(\"Car Properties\") \n" +"@export_subgroup(\"Wheels\", \"wheel_\") \n" +"@export_subgroup(\"Wheels/front\", \"front_wheel_\") \n" +"@export var front_wheel_strength = 10 \n" +"@export var front_wheel_mobility = 5 \n" +"@export_subgroup(\"Wheels/rear\", \"rear_wheel_\") \n" +"@export var rear_wheel_strength = 8 \n" +"@export var rear_wheel_mobility = 3 \n" +"@export_subgroup(\"Wheels\", \"wheel_\") \n" +"@export var wheel_material: PhysicsMaterial \n" +"[/codeblock]" + +msgid "" +"Export a [Callable] property as a clickable button with the label [param " +"text]. When the button is pressed, the callable is called.\n" +"If [param icon] is specified, it is used to fetch an icon for the button via " +"[method Control.get_theme_icon], from the [code]\"EditorIcons\"[/code] theme " +"type. If [param icon] is omitted, the default [code]\"Callable\"[/code] icon " +"is used instead.\n" +"Consider using the [EditorUndoRedoManager] to allow the action to be reverted " +"safely.\n" +"See also [constant PROPERTY_HINT_TOOL_BUTTON].\n" +"[codeblock]\n" +"@tool\n" +"extends Sprite2D\n" +"\n" +"@export_tool_button(\"Hello\") var hello_action = hello\n" +"@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n" +"var randomize_color_action = randomize_color\n" +"\n" +"func hello():\n" +" print(\"Hello world!\")\n" +"\n" +"func randomize_color():\n" +" var undo_redo = EditorInterface.get_editor_undo_redo()\n" +" undo_redo.create_action(\"Randomized Sprite2D Color\")\n" +" undo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), " +"randf(), randf()))\n" +" undo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n" +" undo_redo.commit_action()\n" +"[/codeblock]\n" +"[b]Note:[/b] The property is exported without the [constant " +"PROPERTY_USAGE_STORAGE] flag because a [Callable] cannot be properly " +"serialized and stored in a file.\n" +"[b]Note:[/b] In an exported project neither [EditorInterface] nor " +"[EditorUndoRedoManager] exist, which may cause some scripts to break. To " +"prevent this, you can use [method Engine.get_singleton] and omit the static " +"type from the variable declaration:\n" +"[codeblock]\n" +"var undo_redo = Engine.get_singleton(&\"EditorInterface\")." +"get_editor_undo_redo()\n" +"[/codeblock]\n" +"[b]Note:[/b] Avoid storing lambda callables in member variables of " +"[RefCounted]-based classes (e.g. resources), as this can lead to memory " +"leaks. Use only method callables and optionally [method Callable.bind] or " +"[method Callable.unbind]." +msgstr "" +"Експортуйте властивість [Callable] як кнопку, яку можна натиснути, з міткою " +"[param text]. При натисканні кнопки викликається абонент. \n" +"Якщо вказано [param icon], він використовується для отримання піктограми для " +"кнопки через [метод Control.get_theme_icon] із типу теми " +"[code]\"EditorIcons\"[/code]. Якщо [param icon] опущено, замість нього " +"використовується типовий значок [code]\"Callable\"[/code]. \n" +"Розгляньте можливість використання [EditorUndoRedoManager], щоб дозволити " +"безпечне скасування дії. \n" +"Дивіться також [константа PROPERTY_HINT_TOOL_BUTTON]. \n" +"[codeblock] \n" +"@інструмент \n" +"розширює Sprite2D \n" +"\n" +"@export_tool_button(\"Hello\") var hello_action = hello \n" +"@export_tool_button(\"Randomize the color!\", \"ColorRect\") \n" +"var randomize_color_action = randomize_color \n" +"\n" +"func привіт(): \n" +" print(\"Привіт, світ!\") \n" +"\n" +"func randomize_color(): \n" +" var undo_redo = EditorInterface.get_editor_undo_redo() \n" +" undo_redo.create_action(\"Random color Sprite2D\") \n" +" undo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), " +"randf(), randf())) \n" +" undo_redo.add_undo_property(self, &\"self_modulate\", self_modulate) \n" +" undo_redo.commit_action() \n" +"[/codeblock] \n" +"[b]Примітка.[/b] Властивість експортується без прапора [постійний " +"PROPERTY_USAGE_STORAGE], оскільки [Callable] неможливо належним чином " +"серіалізувати та зберегти у файлі. \n" +"[b]Примітка.[/b] В експортованому проекті не існує ані [EditorInterface], ані " +"[EditorUndoRedoManager], що може призвести до несправності деяких сценаріїв. " +"Щоб запобігти цьому, ви можете використовувати [метод Engine.get_singleton] і " +"опустити статичний тип в декларації змінної: \n" +"[codeblock] \n" +"var undo_redo = Engine.get_singleton(&\"EditorInterface\")." +"get_editor_undo_redo() \n" +"[/codeblock] \n" +"[b]Примітка:[/b] Уникайте зберігання лямбда-викликів у змінних-членах класів " +"на основі [RefCounted] (наприклад, ресурсів), оскільки це може призвести до " +"витоку пам’яті. Використовуйте лише викликані методи та додатково [метод " +"Callable.bind] або [метод Callable.unbind]." + +msgid "" +"Add a custom icon to the current script. The icon specified at [param " +"icon_path] is displayed in the Scene dock for every node of that class, as " +"well as in various editor dialogs.\n" +"[codeblock]\n" +"@icon(\"res://path/to/class/icon.svg\")\n" +"[/codeblock]\n" +"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " +"supported.\n" +"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " +"annotation must be placed before the class definition and inheritance.\n" +"[b]Note:[/b] Unlike most other annotations, the argument of the [annotation " +"@icon] annotation must be a string literal (constant expressions are not " +"supported)." +msgstr "" +"Додайте спеціальний значок до поточного сценарію. Піктограма, указана в " +"[param icon_path], відображається в панелі Scene для кожного вузла цього " +"класу, а також у різних діалогових вікнах редактора. \n" +"[codeblock] \n" +"@icon(\"res://path/to/class/icon.svg\") \n" +"[/codeblock] \n" +"[b]Примітка:[/b] Лише сценарій може мати спеціальний значок. Внутрішні класи " +"не підтримуються. \n" +"[b]Примітка:[/b] Оскільки анотації описують предмет, анотація [annotation " +"@icon] має бути розміщена перед визначенням класу та успадкуванням. \n" +"[b]Примітка:[/b] На відміну від більшості інших анотацій, аргумент анотації " +"[annotation @icon] має бути рядковим літералом (постійні вирази не " +"підтримуються)." + +msgid "" +"Mark the following property as assigned when the [Node] is ready. Values for " +"these properties are not assigned immediately when the node is initialized " +"([method Object._init]), and instead are computed and stored right before " +"[method Node._ready].\n" +"[codeblock]\n" +"@onready var character_name = $Label\n" +"[/codeblock]" +msgstr "" +"Позначте наступну властивість як призначену, коли [node] буде готовий. " +"Значення для цих властивостей не призначаються відразу після ініціалізації " +"вузла ([method Object._init]), а натомість обчислюються та зберігаються " +"безпосередньо перед [method Node._ready]. \n" +"[codeblock] \n" +"@onready var character_name = $Label \n" +"[/codeblock]" + msgid "" "Mark the following method for remote procedure calls. See [url=$DOCS_URL/" "tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" @@ -1495,15 +1952,15 @@ msgstr "" "але значення, пов’язані з тим самим аргументом, не можна використовувати " "більше одного разу. [param transfer_channel] завжди має бути 4-м аргументом " "(необхідно вказати 3 попередні аргументи).\n" -" [кодовий блок]\n" +" [codeblock]\n" " @rpc\n" -" func fn(): пропуск\n" +" func fn(): pass:\n" "\n" " @rpc(\"any_peer\", \"unreliable_ordered\")\n" -" func fn_update_pos(): пропуск\n" +" func fn_update_pos(): pass:\n" "\n" -" @rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Еквівалент @rpc\n" -" func fn_default(): пропуск\n" +" @rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent @rpc\n" +" func fn_default(): pass:\n" " [/codeblock]" msgid "" @@ -1545,9 +2002,105 @@ msgstr "" "[b]Примітка:[/b] Оскільки анотації описують свій предмет, анотацію " "[annotation @tool] слід розміщувати перед визначенням та успадкуванням класу." +msgid "" +"Mark the following statement to ignore the specified [param warning]. See " +"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " +"warning system[/url].\n" +"[codeblock]\n" +"func test():\n" +" print(\"hello\")\n" +" return\n" +" @warning_ignore(\"unreachable_code\")\n" +" print(\"unreachable\")\n" +"[/codeblock]\n" +"See also [annotation @warning_ignore_start] and [annotation " +"@warning_ignore_restore]." +msgstr "" +"Позначте наступний оператор, щоб ігнорувати вказане [параметр попередження]. " +"Перегляньте [url=$DOCS_URL/tutorials/scripting/gdscript/warning_system." +"html]систему попереджень GDScript[/url]. \n" +"[codeblock] \n" +"func test(): \n" +" print(\"привіт\") \n" +" return \n" +" @warning_ignore(\"unavailable_code\") \n" +" print(\"недосяжний\") \n" +"[/codeblock] \n" +"Дивіться також [annotation @warning_ignore_start] і [annotation " +"@warning_ignore_restore]." + +msgid "" +"Stops ignoring the listed warning types after [annotation " +"@warning_ignore_start]. Ignoring the specified warning types will be reset to " +"Project Settings. This annotation can be omitted to ignore the warning types " +"until the end of the file.\n" +"[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " +"@warning_ignore_restore] annotation must be string literals (constant " +"expressions are not supported)." +msgstr "" +"Перестає ігнорувати перелічені типи попереджень після [аннотації " +"@warning_ignore_start]. Ігнорування зазначених типів попереджень буде скинуто " +"до параметрів проекту. Цю анотацію можна опустити, щоб ігнорувати типи " +"попереджень до кінця файлу. \n" +"[b]Примітка:[/b] На відміну від більшості інших анотацій, аргументи анотації " +"[annotation @warning_ignore_restore] мають бути рядковими літералами " +"(постійні вирази не підтримуються)." + +msgid "" +"Starts ignoring the listed warning types until the end of the file or the " +"[annotation @warning_ignore_restore] annotation with the given warning type.\n" +"[codeblock]\n" +"func test():\n" +" var a = 1 # Warning (if enabled in the Project Settings).\n" +" @warning_ignore_start(\"unused_variable\")\n" +" var b = 2 # No warning.\n" +" var c = 3 # No warning.\n" +" @warning_ignore_restore(\"unused_variable\")\n" +" var d = 4 # Warning (if enabled in the Project Settings).\n" +"[/codeblock]\n" +"[b]Note:[/b] To suppress a single warning, use [annotation @warning_ignore] " +"instead.\n" +"[b]Note:[/b] Unlike most other annotations, arguments of the [annotation " +"@warning_ignore_start] annotation must be string literals (constant " +"expressions are not supported)." +msgstr "" +"Починає ігнорувати перелічені типи попереджень до кінця файлу або анотації " +"[annotation @warning_ignore_restore] із заданим типом попередження. \n" +"[codeblock] \n" +"func test(): \n" +" var a = 1 # Попередження (якщо ввімкнено в налаштуваннях проекту). \n" +" @warning_ignore_start(\"невикористана_змінна\") \n" +" var b = 2 # Немає попередження. \n" +" var c = 3 # Немає попередження. \n" +" @warning_ignore_restore(\"невикористана_змінна\") \n" +" var d = 4 # Попередження (якщо ввімкнено в налаштуваннях проекту). \n" +"[/codeblock] \n" +"[b]Примітка:[/b] Щоб приховати одне попередження, замість нього " +"використовуйте [аннотацію @warning_ignore]. \n" +"[b]Примітка:[/b] На відміну від більшості інших анотацій, аргументи анотації " +"[annotation @warning_ignore_start] мають бути рядковими літералами (постійні " +"вирази не підтримуються)." + msgid "Global scope constants and functions." msgstr "Глобальні константи та функції." +msgid "" +"A list of global scope enumerated constants and built-in functions. This is " +"all that resides in the globals, constants regarding error codes, keycodes, " +"property hints, etc.\n" +"Singletons are also documented here, since they can be accessed from " +"anywhere.\n" +"For the entries that can only be accessed from scripts written in GDScript, " +"see [@GDScript]." +msgstr "" +"Список глобальних констант із переліком і вбудованих функцій. Це все, що " +"міститься в глобалах, константах щодо кодів помилок, кодів клавіш, підказок " +"властивостей тощо. \n" +"Синглтони також задокументовані тут, оскільки до них можна отримати доступ з " +"будь-якого місця. \n" +"Для записів, доступ до яких можна отримати лише зі сценаріїв, написаних у " +"GDScript, див. [@GDScript]." + msgid "Random number generation" msgstr "Генерація випадкових чисел" @@ -1583,22 +2136,22 @@ msgstr "" "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" -"# a рівно 1\n" +"# a is 1\n" "\n" "var b = abs(-1.2)\n" -"# b рівно 1.2\n" +"# b is 1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" -"# c рівно (3.5, 4)\n" +"# c is (3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" -"# d рівно (5, 6)\n" +"# d is (5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" -"# e рівно (7, 8.5, 3.8)\n" +"# e is (7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" -"# f рівно (7, 8, 9)\n" +"# f is (7, 8, 9)\n" "[/codeblock]\n" "[b]Примітка:[/b] Для кращої безпеки типу використовуйте [method absf], " "[method absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3." @@ -1615,7 +2168,7 @@ msgstr "" "Повертає абсолютне значення десяткового параметру [param x] (тобто додатне " "значення).\n" "[codeblock]\n" -"# a дорівнює 1.2\n" +"# a is 1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" @@ -1629,7 +2182,7 @@ msgstr "" "Повертає абсолютне значення цілого параметру [param x] (тобто додатне " "значення).\n" "[codeblock]\n" -"# a дорівнює 1\n" +"# a is 1\n" "var a = absi(-1)\n" "[/codeblock]" @@ -1647,7 +2200,7 @@ msgstr "" "косинуса [param x]. [param x] буде обмежено між [code]-1.0[/code] і " "[code]1.0[/code] (включно), щоб запобігти поверненню [method acos] [constant " "@GDScript.NAN].\n" -" [кодовий блок]\n" +" [codeblock]\n" " # c дорівнює 0,523599 або 30 градусів, якщо конвертувати за допомогою " "rad_to_deg(c)\n" " var c = acos(0,866025)\n" @@ -1672,12 +2225,22 @@ msgstr "" "1. Для значень [param x], менших за 1, він повертатиме 0, щоб запобігти " "поверненню [method acosh] [constant @GDScript.NAN].\n" "[codeblock]\n" -"var a = acosh(2) # Повертає 1.31695789692482\n" -"cosh(a) # Повертає 2\n" +"var a = acosh(2) # Retruns 1.31695789692482\n" +"cosh(a) # Returns 2\n" "\n" -"var b = acosh(-1) # Повертає 0\n" +"var b = acosh(-1) # Returns 0\n" "[/codeblock]" +msgid "" +"Returns the difference between the two angles (in radians), in the range of " +"[code][-PI, +PI][/code]. When [param from] and [param to] are opposite, " +"returns [code]-PI[/code] if [param from] is smaller than [param to], or " +"[code]PI[/code] otherwise." +msgstr "" +"Повертає різницю між двома кутами (у радіанах) у діапазоні [code][-PI, +PI][/" +"code]. Коли [param from] і [param to] протилежні, повертає [code]-PI[/code], " +"якщо [param from] менше, ніж [param to], або [code]PI[/code] в іншому випадку." + msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " "[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/" @@ -1692,7 +2255,7 @@ msgstr "" "синуса [param x]. [param x] буде обмежено між [code]-1.0[/code] і [code]1.0[/" "code] (включно), щоб запобігти поверненню [method asin] [constant @GDScript." "NAN].\n" -" [кодовий блок]\n" +" [codeblock]\n" " # s дорівнює 0,523599 або 30 градусів, якщо конвертувати за допомогою " "rad_to_deg(s)\n" " var s = asin(0,5)\n" @@ -1710,9 +2273,9 @@ msgstr "" "Повертає гіперболічний (також званий арк) синус [param x], повертаючи " "значення в радіанах. Використовуйте його, щоб отримати кут від синуса кута в " "гіперболічному просторі.\n" -" [кодовий блок]\n" -" var a = asinh(0.9) # Повертає 0.8088669356527824\n" -" sinh(a) # Повертає 0.9\n" +" [codeblock]\n" +" var a = asinh(0.9) # Returns 0.8088669356527824\n" +" sinh(a) # Returns 0.9\n" " [/codeblock]" msgid "" @@ -1750,7 +2313,7 @@ msgstr "" "враховує знаки обох аргументів для визначення координатної чверті.\n" "Важливе зауваження: як правило, Y-координата вказується першою.\n" "[codeblock]\n" -"var a = atan2(0, -1) # a дорівнює 3.141593\n" +"var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgid "" @@ -1780,12 +2343,12 @@ msgstr "" "значення дорівнюють або вище 1 повертає позитивний результат [константа " "@GDScript.INF], щоб запобігти [method atanh] повертати [константу @GDScript." "NAN].\n" -" [кодовий блок]\n" -" var a = atanh(0,9) # Повертає 1,47221948958322\n" -" tanh(a) # Повертає 0,9\n" +" [codeblock]\n" +" var a = atanh(0,9) # Returns 1,47221948958322\n" +" tanh(a) # Returns 0,9\n" "\n" -" var b = atanh(-2) # Повертає -inf\n" -" tanh(b) # Повертає -1\n" +" var b = atanh(-2) # Returns -inf\n" +" tanh(b) # Returns -1\n" " [/codeblock]" msgid "" @@ -1849,9 +2412,9 @@ msgstr "" "повертаючи найменше ціле число, яке не менше [param x]. Підтримувані типи: " "[int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" -" [кодовий блок]\n" -" var i = ceil(1.45) # i дорівнює 2.0\n" -" i = ceil(1,001) # i дорівнює 2,0\n" +" [codeblock]\n" +" var i = ceil(1.45) # i is 2.0\n" +" i = ceil(1,001) # i is 2,0\n" " [/codeblock]\n" " Дивіться також [method floor], [method round] і [method snapped].\n" " [b]Примітка.[/b] Для кращої безпеки типу використовуйте [method ceilf], " @@ -1899,12 +2462,12 @@ msgstr "" "Обмежує [param value], повертаючи [Variant] не менше ніж [param min] і не " "більше ніж [param max]. Будь-які значення, які можна порівняти з операторами " "менше та більше, працюватимуть.\n" -" [кодовий блок]\n" -" var a = затискач (-10, -1, 5)\n" -" # a дорівнює -1\n" +" [codeblock]\n" +" var a = clamp (-10, -1, 5)\n" +" # a is -1\n" "\n" -" змінна b = затискач (8.1, 0.9, 5.5)\n" -" # b дорівнює 5,5\n" +" змінна b = clamp (8.1, 0.9, 5.5)\n" +" # b is 5,5\n" " [/codeblock]\n" " [b]Примітка:[/b] Для кращої безпеки типу використовуйте [метод clampf], " "[метод clampi], [метод Vector2.clamp], [метод Vector2i.clamp], [метод Vector3." @@ -1930,10 +2493,10 @@ msgstr "" "за [param max].\n" "[codeblock]\n" "var speed = 42.1\n" -"var a = clampf(speed, 1.0, 20.5) # a дорівнює 20.5\n" +"var a = clampf(speed, 1.0, 20.5) # a is20.5\n" "\n" "speed = -10.0\n" -"var b = clampf(speed, -1.0, 1.0) # b дорівнює -1.0\n" +"var b = clampf(speed, -1.0, 1.0) # b is -1.0\n" "[/codeblock]" msgid "" @@ -1951,10 +2514,10 @@ msgstr "" "за [param max].\n" "[codeblock]\n" "var speed = 42\n" -"var a = clampi(speed, 1, 20) # a дорівнює 20\n" +"var a = clampi(speed, 1, 20) # a is 20\n" "\n" "speed = -10\n" -"var b = clampi(speed, -1, 1) # b дорівнює -1\n" +"var b = clampi(speed, -1, 1) # b is -1\n" "[/codeblock]" msgid "" @@ -1967,9 +2530,9 @@ msgid "" msgstr "" "Повертає косинус кута [param angle_rad] в радіанах.\n" "[codeblock]\n" -"cos(PI * 2) # Повертає 1.0\n" -"cos(PI) # Повертає -1.0\n" -"cos(deg_to_rad(90)) # Повертає 0.0\n" +"cos(PI * 2) # Returns 1.0\n" +"cos(PI) # Returns -1.0\n" +"cos(deg_to_rad(90)) # Returns 0.0\n" "[/codeblock]" msgid "" @@ -1978,9 +2541,9 @@ msgid "" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" -"Повертає гіперболічний косинус [param x] у радіанах.\n" +"Повертає гіперболічний косинус [param x] у радіанах\n" "[codeblock]\n" -"print(cosh(1)) # Виведе 1.543081\n" +"print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgid "" @@ -2034,7 +2597,61 @@ msgid "" msgstr "" "Перетворює кут виражений в градусах в радіани.\n" "[codeblock]\n" -"var r = deg_to_rad(180) # r рівно 3.141593\n" +"var r = deg_to_rad(180) # r is 3.141593\n" +"[/codeblock]" + +msgid "" +"Returns an \"eased\" value of [param x] based on an easing function defined " +"with [param curve]. This easing function is based on an exponent. The [param " +"curve] can be any floating-point number, with specific values leading to the " +"following behaviors:\n" +"[codeblock lang=text]\n" +"- Lower than -1.0 (exclusive): Ease in-out\n" +"- -1.0: Linear\n" +"- Between -1.0 and 0.0 (exclusive): Ease out-in\n" +"- 0.0: Constant\n" +"- Between 0.0 to 1.0 (exclusive): Ease out\n" +"- 1.0: Linear\n" +"- Greater than 1.0 (exclusive): Ease in\n" +"[/codeblock]\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" +"See also [method smoothstep]. If you need to perform more advanced " +"transitions, use [method Tween.interpolate_value]." +msgstr "" +"Повертає «пом’якшене» значення [param x] на основі функції послаблення, " +"визначеної за допомогою [param curve]. Ця функція пом’якшення базується на " +"показнику степеня. [Параметрична крива] може бути будь-яким числом із " +"плаваючою комою з певними значеннями, що призводять до таких дій: \n" +"[codeblock lang=text] \n" +"Lower than -1.0 (exclusive): Ease in-out\n" +"- -1.0: Linear\n" +"- Between -1.0 and 0.0 (exclusive): Ease out-in\n" +"- 0.0: Constant\n" +"- Between 0.0 to 1.0 (exclusive): Ease out\n" +"- 1.0: Linear\n" +"- Greater than 1.0 (exclusive): Ease in\n" +"[/codeblock] \n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"ease_cheatsheet.png]шпаргалка зі значеннями кривої ease()[/url] \n" +"Дивіться також [метод smoothstep]. Якщо вам потрібно виконати більш складні " +"переходи, використовуйте [метод Tween.interpolate_value]." + +msgid "" +"Returns a human-readable name for the given [enum Error] code.\n" +"[codeblock]\n" +"print(OK) # Prints 0\n" +"print(error_string(OK)) # Prints \"OK\"\n" +"print(error_string(ERR_BUSY)) # Prints \"Busy\"\n" +"print(error_string(ERR_OUT_OF_MEMORY)) # Prints \"Out of memory\"\n" +"[/codeblock]" +msgstr "" +"Повертає зрозумілу людині назву для заданого коду [enum Error]. \n" +"[codeblock] \n" +"print(OK) # Друкує 0 \n" +"print(error_string(OK)) # Виводить \"ОК\" \n" +"print(error_string(ERR_BUSY)) # Виводить \"Зайнято\" \n" +"print(error_string(ERR_OUT_OF_MEMORY)) # Виводить \"Недостатньо пам'яті\" \n" "[/codeblock]" msgid "" @@ -2054,7 +2671,7 @@ msgstr "" "Для піднесення до степеня інших основ степеней використовуйте метод [method " "pow].\n" "[codeblock]\n" -"var a = exp(2) # Приблизно 7.39\n" +"var a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgid "" @@ -2074,8 +2691,8 @@ msgstr "" "повертаючи найбільше ціле число, яке не перевищує [param x]. Підтримувані " "типи: [int], [float], [Vector2], [Vector3], [Vector4].\n" "[codeblock]\n" -"var a = floor(2.99) # a рівно 2.0\n" -"a = floor(-2.99) # a рівно -3.0\n" +"var a = floor(2.99) # a is 2.0\n" +"a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "Дивіться також [method ceil], [method round], та [method snapped].\n" "[b]Примітка:[/b] Для кращої безпеки типу використовуйте [method floorf], " @@ -2115,7 +2732,7 @@ msgstr "" "Повертає остачу з рухомою комою від ділення [param x] на [param y], зі " "збереженням знаку [param x].\n" "[codeblock]\n" -"var remainder = fmod(7, 5.5) # остача 1.5\n" +"var remainder = fmod(7, 5.5) # remainder 1.5\n" "[/codeblock]\n" "Щоб отримати цілу остачу використовуйте оператор [code]%[/code]." @@ -2143,10 +2760,10 @@ msgid "" msgstr "" "Повертає модуль із плаваючою комою [param x], поділений на [param y], " "рівномірно обертаючи додатні та від’ємні значення.\n" -" [кодовий блок]\n" +" [codeblock]\n" " print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" -" для мене в 7:\n" -" змінна x = i * 0,5 - 1,5\n" +" for I in7:\n" +" var x = i * 0,5 - 1,5\n" " print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n" " [/codeblock]\n" " Принти:\n" @@ -2175,13 +2792,67 @@ msgstr "" "Повертає цілочисельний хеш переданої [param variable].\n" "[codeblocks]\n" "[gdscript]\n" -"print(hash(\"a\")) # Виведе 177670\n" +"print(hash(\"a\")) # Prints 177670\n" "[/gdscript]\n" "[csharp]\n" -"GD.Print(GD.Hash(\"a\")); // Виведе 177670\n" +"GD.Print(GD.Hash(\"a\")); // Prints 177670\n" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns the [Object] that corresponds to [param instance_id]. All Objects " +"have a unique instance ID. See also [method Object.get_instance_id].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var drink = \"water\"\n" +"\n" +"func _ready():\n" +" var id = get_instance_id()\n" +" var instance = instance_from_id(id)\n" +" print(instance.foo) # Prints \"water\"\n" +"[/gdscript]\n" +"[csharp]\n" +"public partial class MyNode : Node\n" +"{\n" +" public string Drink { get; set; } = \"water\";\n" +"\n" +" public override void _Ready()\n" +" {\n" +" ulong id = GetInstanceId();\n" +" var instance = (MyNode)InstanceFromId(Id);\n" +" GD.Print(instance.Drink); // Prints \"water\"\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Повертає [Object], який відповідає [param instance_id]. Усі об’єкти мають " +"унікальний ідентифікатор екземпляра. Дивіться також [метод Object." +"get_instance_id]. \n" +"[codeblock] \n" +"[gdscript] \n" +"var drink = \"water\" \n" +"\n" +"func _ready(): \n" +" var id = get_instance_id() \n" +" var instance = instance_from_id(id) \n" +" print(instance.foo) # Prints \"water\" \n" +"[/gdscript] \n" +"[csharp] \n" +"публічний частковий клас MyNode : Node \n" +"{\n" +" public string Drink { get; set; } = \"water\"; \n" +"\n" +" public override void _Ready() \n" +" { \n" +" ulong id = GetInstanceId(); \n" +" var instance = (MyNode)InstanceFromId(Id); \n" +" GD.Print(instance.Drink); // Prints \"water\" \n" +" } \n" +"}\n" +"[/csharp] \n" +"[/codeblocks]" + msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [param from] and [param to], and the interpolated value " @@ -2309,19 +2980,19 @@ msgstr "" "Повертає [code]true[/code] для типів значень, якщо [param a] і [param b] " "мають однакове значення. Повертає [code]true[/code] для посилальних типів, " "якщо посилання [param a] і [param b] однакові.\n" -" [кодовий блок]\n" +" [codeblock]\n" " # Vector2 є типом значення\n" -" змінна vec2_a = Vector2(0, 0)\n" -" змінна vec2_b = Vector2(0, 0)\n" -" змінна vec2_c = Vector2(1, 1)\n" -" is_same(vec2_a, vec2_a) # вірно\n" -" is_same(vec2_a, vec2_b) # вірно\n" +" var vec2_a = Vector2(0, 0)\n" +" var vec2_b = Vector2(0, 0)\n" +" var vec2_c = Vector2(1, 1)\n" +" is_same(vec2_a, vec2_a) # true\n" +" is_same(vec2_a, vec2_b) # true\n" " is_same(vec2_a, vec2_c) # false\n" "\n" " # Масив є довідковим типом\n" " var arr_a = []\n" " var arr_b = []\n" -" is_same(arr_a, arr_a) # вірно\n" +" is_same(arr_a, arr_a) # true\n" " is_same(arr_a, arr_b) # false\n" " [/codeblock]\n" " Це типи значень [Variant]: [code]null[/code], [bool], [int], [float], " @@ -2346,6 +3017,48 @@ msgstr "" "Ця функція працює швидше, ніж використання [method is_equal_approx] з одним " "значенням, що дорівнює нулю." +msgid "" +"Linearly interpolates between two values by the factor defined in [param " +"weight]. To perform interpolation, [param weight] should be between " +"[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " +"this range are allowed and can be used to perform [i]extrapolation[/i]. If " +"this is not desired, use [method clampf] to limit [param weight].\n" +"Both [param from] and [param to] must be the same type. Supported types: " +"[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], " +"[Basis], [Transform2D], [Transform3D].\n" +"[codeblock]\n" +"lerp(0, 4, 0.75) # Returns 3.0\n" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]. See also [method remap] to map a continuous " +"series of values to another.\n" +"[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2." +"lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], " +"[method Quaternion.slerp], [method Basis.slerp], [method Transform2D." +"interpolate_with], or [method Transform3D.interpolate_with]." +msgstr "" +"Лінійно інтерполює між двома значеннями за коефіцієнтом, визначеним у [param " +"weight]. Щоб виконати інтерполяцію, [param weight] має бути між [code]0.0[/" +"code] і [code]1.0[/code] (включно). Однак значення за межами цього діапазону " +"дозволені та можуть використовуватися для виконання [i]екстраполяції[/i]. " +"Якщо це небажано, використовуйте [method clampf], щоб обмежити [param " +"weight]. \n" +"[param from] і [param to] мають бути одного типу. Підтримувані типи: [int], " +"[float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis], " +"[Transform2D], [Transform3D]. \n" +"[codeblock] \n" +"lerp(0, 4, 0.75) # Returns 3.0 \n" +"[/codeblock] \n" +"Дивіться також [метод inverse_lerp], який виконує зворотну операцію. Щоб " +"виконати спрощену інтерполяцію за допомогою [методу lerp], поєднайте його з " +"[методом ease] або [методом smoothstep]. Дивіться також [method remap], щоб " +"зіставити безперервний ряд значень з іншим. \n" +"[b]Примітка:[/b] Для кращої безпеки типу використовуйте [метод lerpf], [метод " +"Vector2.lerp], [метод Vector3.lerp], [метод Vector4.lerp], [метод Color." +"lerp], [метод Quaternion.slerp], [метод Basis.slerp], [метод Transform2D." +"interpolate_with] або [метод Transform3D.interpolate_with]." + msgid "" "Linearly interpolates between two angles (in radians) by a [param weight] " "value between 0.0 and 1.0.\n" @@ -2409,13 +3122,34 @@ msgstr "" "дозволені та можуть використовуватися для виконання [i]екстраполяції[/i]. " "Якщо це небажано, використовуйте [method clampf] для результату цієї " "функції.\n" -" [кодовий блок]\n" -" lerpf(0, 4, 0.75) # Повертає 3.0\n" +" [codeblock]\n" +" lerpf(0, 4, 0.75) # Returns 3.0\n" " [/codeblock]\n" " Дивіться також [метод inverse_lerp], який виконує зворотну операцію. Щоб " "виконати полегшену інтерполяцію за допомогою [методу lerp], поєднайте його з " "[методом ease] або [методом smoothstep]." +msgid "" +"Converts from linear energy to decibels (audio). Since volume is not normally " +"linear, this can be used to implement volume sliders that behave as " +"expected.\n" +"[b]Example:[/b] Change the Master bus's volume through a [Slider] node, which " +"ranges from [code]0.0[/code] to [code]1.0[/code]:\n" +"[codeblock]\n" +"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " +"linear_to_db($Slider.value))\n" +"[/codeblock]" +msgstr "" +"Перетворює лінійну енергію в децибели (аудіо). Оскільки гучність зазвичай не " +"є лінійною, це можна використовувати для реалізації повзунків гучності, які " +"поводяться належним чином. \n" +"[b]Приклад: [/b] Змініть гучність головної шини за допомогою вузла [Slider], " +"який варіюється від [code]0.0[/code] до [code]1.0[/code]: \n" +"[codeblock] \n" +"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " +"linear_to_db($Slider.value)) \n" +"[/codeblock]" + msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural " "logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/" @@ -2440,7 +3174,7 @@ msgstr "" "калькуляторів, яка використовує логарифм з основою 10. Щоб використовувати " "логарифм з основою 10, використовуйте [code]log(x) / log(10)[/code].\n" "[codeblock]\n" -"log(10) # Повертається 2.302585\n" +"log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Примітка:[/b] Логарифм [code]0[/code] повертає [code]-inf[/code], тоді як " "від'ємні значення повертають [code]-nan[/code]." @@ -2459,8 +3193,8 @@ msgid "" msgstr "" "Повертає максимальне із заданих числових значень. Ця функція може приймати " "будь-яку кількість аргументів.\n" -" [кодовий блок]\n" -" max(1, 7, 3, -6, 5) # Повертає 7\n" +" [codeblocks]\n" +" max(1, 7, 3, -6, 5) # Returns 7\n" " [/codeblock]\n" " [b]Примітка:[/b] Якщо це використовувати для векторів, це [i]не[/i] буде " "виконувати максимум компонентів, а вибиратиме найбільше значення під час " @@ -2478,8 +3212,8 @@ msgid "" msgstr "" "Повертає максимальне з двох значень [float].\n" "[codeblock]\n" -"maxf(3.6, 24) # Повертає 24.0\n" -"maxf(-3.99, -4) # Повертає -3.99\n" +"maxf(3.6, 24) # Returns 24.0\n" +"maxf(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgid "" @@ -2491,8 +3225,8 @@ msgid "" msgstr "" "Повертає максимальне з двох значень [int].\n" "[codeblock]\n" -"maxi(1, 2) # Повертає 2\n" -"maxi(-3, -4) # Повертає -3\n" +"maxi(1, 2) # Returns 2\n" +"maxi(-3, -4) # Returns -3\n" "[/codeblock]" msgid "" @@ -2509,8 +3243,8 @@ msgid "" msgstr "" "Повертає мінімальне із заданих числових значень. Ця функція може приймати " "будь-яку кількість аргументів.\n" -" [кодовий блок]\n" -" min(1, 7, 3, -6, 5) # Повертає -6\n" +" [codeblock]\n" +" min(1, 7, 3, -6, 5) # Returns -6\n" " [/codeblock]\n" " [b]Примітка:[/b] Якщо це використовувати для векторів, воно [i]не[/i] " "виконуватиме мінімальне значення по компонентах і вибиратиме найменше " @@ -2528,8 +3262,8 @@ msgid "" msgstr "" "Повертає мінімальне з двох значень [float].\n" "[codeblock]\n" -"minf(3.6, 24) # Повертає 3.6\n" -"minf(-3.99, -4) # Повертає -4.0\n" +"minf(3.6, 24) # Returns 3.6\n" +"minf(-3.99, -4) # Returns -4.0\n" "[/codeblock]" msgid "" @@ -2541,8 +3275,8 @@ msgid "" msgstr "" "Повертає мінімальне з двох значень [int].\n" "[codeblock]\n" -"mini(1, 2) # Повертає 1\n" -"mini(-3, -4) # Повертає -4\n" +"mini(1, 2) # Returns 1\n" +"mini(-3, -4) # Returns -4\n" "[/codeblock]" msgid "" @@ -2560,10 +3294,10 @@ msgstr "" "межі [param to].\n" "Використовуйте від'ємне значення [param delta] для віддалення.\n" "[codeblock]\n" -"move_toward(5, 10, 4) # Повертає 9\n" -"move_toward(10, 5, 4) # Повертає 6\n" -"move_toward(5, 10, 9) # Повертає 10\n" -"move_toward(10, 5, -1.5) # Повертає 11.5\n" +"move_toward(5, 10, 4) # Returns 9\n" +"move_toward(10, 5, 4) # Returns 6\n" +"move_toward(5, 10, 9) # Returns 10\n" +"move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgid "" @@ -2586,12 +3320,12 @@ msgstr "" "Повертає найменший цілий степінь числа 2, який більший або дорівнює [value " "param].[b]\n" "[codeblock]\n" -"nearest_po2(3) # Повертає 4\n" -"nearest_po2(4) # Повертає 4\n" -"nearest_po2(5) # Повертає 8\n" +"nearest_po2(3) # Returns 4\n" +"nearest_po2(4) # Returns 4\n" +"nearest_po2(5) # Returns 8\n" "\n" -"nearest_po2(0) # Повертає 0 (це може бути неочікувано)\n" -"nearest_po2(-1) # Повертає 0 (це може бути неочікувано)\n" +"nearest_po2(0) # Returns 0 (це може бути неочікувано)\n" +"nearest_po2(-1) # Returns 0 (це може бути неочікувано)\n" "[/codeblock]\n" "[b]Попередження:[/b] Через свою реалізацію цей метод повертає [code]0[/code], " "а не [code]1[/code] для значень, менших або рівних [code]0[/code], за " @@ -2622,16 +3356,16 @@ msgstr "" "code] або збільшується в бік [param length] (як хвиля). Якщо [param length] " "менше нуля, воно стає додатним.\n" "[codeblock]\n" -"pingpong(-3.0, 3.0) # Повертає 3.0\n" -"pingpong(-2.0, 3.0) # Повертає 2.0\n" -"pingpong(-1.0, 3.0) # Повертає 1.0\n" -"pingpong(0.0, 3.0) # Повертає 0.0\n" -"pingpong(1.0, 3.0) # Повертає 1.0\n" -"pingpong(2.0, 3.0) # Повертає 2.0\n" -"pingpong(3.0, 3.0) # Повертає 3.0\n" -"pingpong(4.0, 3.0) # Повертає 2.0\n" -"pingpong(5.0, 3.0) # Повертає 1.0\n" -"pingpong(6.0, 3.0) # Повертає 0.0\n" +"pingpong(-3.0, 3.0) # Returns 3.0\n" +"pingpong(-2.0, 3.0) # Returns 2.0\n" +"pingpong(-1.0, 3.0) # Returns 1.0\n" +"pingpong(0.0, 3.0) # Returns 0.0\n" +"pingpong(1.0, 3.0) # Returns 1.0\n" +"pingpong(2.0, 3.0) # Returns 2.0\n" +"pingpong(3.0, 3.0) # Returns 3.0\n" +"pingpong(4.0, 3.0) # Returns 2.0\n" +"pingpong(5.0, 3.0) # Returns 1.0\n" +"pingpong(6.0, 3.0) # Returns 0.0\n" "[/codeblock]" msgid "" @@ -2656,9 +3390,9 @@ msgid "" msgstr "" "Повертає цілий модуль [param x], поділений на [param y], який рівномірно " "загортає додатні та від’ємні значення.\n" -" [кодовий блок]\n" +" [codeblock]\n" " print(\"#(i) (i % 3) (posmod(i, 3))\")\n" -" для i в діапазоні (-3, 4):\n" +" for i in range (-3, 4):\n" " print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" " [/codeblock]\n" " Принти:\n" @@ -2684,10 +3418,123 @@ msgstr "" "Повертає результат підняття [param base] до степеню [param exp].\n" "У GDScript це еквівалент оператора [code]**[/code].\n" "[codeblock]\n" -"pow(2, 5) # Повертає 32.0\n" -"pow(4, 1.5) # Повертає 8.0\n" +"pow(2, 5) # Returns 32.0\n" +"pow(4, 1.5) # Returns 8.0\n" "[/codeblock]" +msgid "" +"Converts one or more arguments of any type to string in the best way possible " +"and prints them to the console.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = [1, 2, 3]\n" +"print(\"a\", \"b\", a) # Prints \"ab[1, 2, 3]\"\n" +"[/gdscript]\n" +"[csharp]\n" +"Godot.Collections.Array a = [1, 2, 3];\n" +"GD.Print(\"a\", \"b\", a); // Prints \"ab[1, 2, 3]\"\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " +"print error and warning messages instead of [method print] or [method " +"print_rich]. This distinguishes them from print messages used for debugging " +"purposes, while also displaying a stack trace when an error or warning is " +"printed. See also [member Engine.print_to_stdout] and [member ProjectSettings." +"application/run/disable_stdout]." +msgstr "" +"Перетворює один або кілька аргументів будь-якого типу на рядок найкращим " +"чином і друкує їх на консолі. \n" +"[codeblocks] \n" +"[gdscript] \n" +"мати = [1, 2, 3] \n" +"print(\"a\", \"b\", a) # Prints \"ab[1, 2, 3]\" \n" +"[/gdscript] \n" +"[csharp] \n" +"Godot.Collections.Array a = [1, 2, 3]; \n" +"GD.Print(\"a\", \"b\", a); // Prints \"ab[1, 2, 3]\" \n" +"[/csharp] \n" +"[/codeblocks] \n" +"[b]Примітка:[/b] Розгляньте можливість використання [method push_error] і " +"[method push_warning] для друку повідомлень про помилку та попередження " +"замість [method print] або [method print_rich]. Це відрізняє їх від " +"повідомлень друку, які використовуються для налагодження, а також відображає " +"трасування стека, коли друкується помилка чи попередження. Див. також [член " +"Engine.print_to_stdout] і [член ProjectSettings.application/run/" +"disable_stdout]." + +msgid "" +"Converts one or more arguments of any type to string in the best way possible " +"and prints them to the console.\n" +"The following BBCode tags are supported: [code]b[/code], [code]i[/code], " +"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " +"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" +"code], [code]bgcolor[/code], [code]fgcolor[/code].\n" +"URL tags only support URLs wrapped by a URL tag, not URLs with a different " +"title.\n" +"When printing to standard output, the supported subset of BBCode is converted " +"to ANSI escape codes for the terminal emulator to display. Support for ANSI " +"escape codes varies across terminal emulators, especially for italic and " +"strikethrough. In standard output, [code]code[/code] is represented with " +"faint text but without any font change. Unsupported tags are left as-is in " +"standard output.\n" +"[codeblocks]\n" +"[gdscript skip-lint]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints \"Hello " +"world!\", in green with a bold font.\n" +"[/gdscript]\n" +"[csharp skip-lint]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints \"Hello " +"world!\", in green with a bold font.\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " +"print error and warning messages instead of [method print] or [method " +"print_rich]. This distinguishes them from print messages used for debugging " +"purposes, while also displaying a stack trace when an error or warning is " +"printed.\n" +"[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " +"escape codes in standard output.\n" +"[b]Note:[/b] Output displayed in the editor supports clickable [code skip-" +"lint][url=address]text[/url][/code] tags. The [code skip-lint][url][/code] " +"tag's [code]address[/code] value is handled by [method OS.shell_open] when " +"clicked." +msgstr "" +"Перетворює один або кілька аргументів будь-якого типу на рядок найкращим " +"чином і друкує їх на консолі. \n" +"Підтримуються такі теги BBCode: [code]b[/code], [code]i[/code], [code]u[/" +"code], [code]s[/code], [code]indent[/code], [code]code[/code], [code]url[/" +"code], [code]center[/code], [code]right[/code], [code]color[/code], " +"[code]bgcolor[/code], [код]fgcolor[/code]. \n" +"URL-теги підтримують лише URL-адреси, обернені URL-тегом, а не URL-адреси з " +"іншим заголовком. \n" +"Під час друку на стандартний вихід підтримувана підмножина BBCode " +"перетворюється на escape-коди ANSI для відображення емулятора терміналу. " +"Підтримка escape-кодів ANSI відрізняється в різних емуляторах терміналу, " +"особливо для курсиву та закресленого. У стандартному виведенні [код]код[/код] " +"представлено розмитим текстом, але без будь-яких змін шрифту. Непідтримувані " +"теги залишаються без змін у стандартному виведенні. \n" +"[codeblock] \n" +"[gdscript skip-lint] \n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints \"Hello " +"world!\" зеленим кольором із жирним шрифтом. \n" +"[/gdscript] \n" +"[csharp skip-lint] \n" +"GD.PrintRich(\"[color=green][b]Привіт, світе![/b][/color]\"); // Prints " +"\"Hello world!\" зеленим кольором із жирним шрифтом. \n" +"[/csharp] \n" +"[/codeblocks] \n" +"[b]Примітка:[/b] Розгляньте можливість використання [method push_error] і " +"[method push_warning] для друку повідомлень про помилку та попередження " +"замість [method print] або [method print_rich]. Це відрізняє їх від " +"повідомлень друку, які використовуються для налагодження, а також відображає " +"трасування стека, коли друкується помилка чи попередження. \n" +"[b]Примітка.[/b] У Windows лише Windows 10 і новіші версії правильно " +"відображають вихідні коди ANSI у стандартному виведенні. \n" +"[b]Примітка.[/b] Результати, що відображаються в редакторі, підтримують теги " +"[code skip-lint][url=address]text[/url][/code], які можна натиснути. Значення " +"[code]address[/code] тегу [code skip-lint][url][/code] обробляється [методом " +"OS.shell_open] після натискання." + msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " @@ -2720,6 +3567,155 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Prints one or more arguments to strings in the best way possible to the OS " +"terminal. Unlike [method print], no newline is automatically added at the " +"end.\n" +"[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " +"dock. The output sent to the OS terminal can be seen when running Godot from " +"a terminal. On Windows, this requires using the [code]console.exe[/code] " +"executable.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Prints \"ABC\" to terminal.\n" +"printraw(\"A\")\n" +"printraw(\"B\")\n" +"printraw(\"C\")\n" +"[/gdscript]\n" +"[csharp]\n" +"// Prints \"ABC\" to terminal.\n" +"GD.PrintRaw(\"A\");\n" +"GD.PrintRaw(\"B\");\n" +"GD.PrintRaw(\"C\");\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Друкує один або кілька аргументів рядків у найкращий спосіб на терміналі ОС. " +"На відміну від [method print], новий рядок не додається автоматично в кінці.\n" +" [b]Примітка:[/b] Термінал ОС [i]не[/i] те саме, що вихідний док редактора. " +"Результати, надіслані на термінал ОС, можна побачити під час запуску Godot із " +"терміналу. У Windows для цього потрібно використовувати виконуваний файл " +"[code]console.exe[/code].\n" +" [codeblocks]\n" +" [gdscript]\n" +" printraw(\"A\")\n" +" printraw(\"B\")\n" +" printraw(\"C\")\n" +" # Друкує ABC на терміналі\n" +" [/gdscript]\n" +" [csharp]\n" +" GD.PrintRaw(\"A\");\n" +" GD.PrintRaw(\"B\");\n" +" GD.PrintRaw(\"C\");\n" +" // Друкує ABC на термінал\n" +" [/csharp]\n" +" [/codeblocks]" + +msgid "" +"Prints one or more arguments to the console with a space between each " +"argument.\n" +"[codeblocks]\n" +"[gdscript]\n" +"prints(\"A\", \"B\", \"C\") # Prints \"A B C\"\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PrintS(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Виводить у консоль один або декілька аргументів з пропуском між ними.\n" +"[codeblocks]\n" +"[gdscript]\n" +"prints(\"A\", \"B\", \"C\") # Prints A B C\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PrintS(\"A\", \"B\", \"C\"); // Prints A B C\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Prints one or more arguments to the console with a tab between each " +"argument.\n" +"[codeblocks]\n" +"[gdscript]\n" +"printt(\"A\", \"B\", \"C\") # Prints \"A B C\"\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PrintT(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Виводить у консоль один або декілька аргументів з табуляцією між кожним " +"аргументом.\n" +"[codeblocks]\n" +"[gdscript]\n" +"printt(\"A\", \"B\", \"C\") # Prints A B C\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PrintT(\"A\", \"B\", \"C\"); // Prints A B C\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"push_error(\"test error\") # Prints \"test error\" to debugger and terminal " +"as an error.\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PushError(\"test error\"); // Prints \"test error\" to debugger and " +"terminal as an error.\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] This function does not pause project execution. To print an " +"error message and pause project execution in debug builds, use " +"[code]assert(false, \"test error\")[/code] instead." +msgstr "" +"Надсилає повідомлення про помилку до вбудованого зневаджувача Godot та до " +"терміналу ОС.\n" +"[codeblocks]\n" +"[gdscript]\n" +"push_error(\"test error\") # Виводить \"test error\" до зневаджувача та " +"терміналу як виклик помилки\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PushError(\"test error\"); // Виводить \"test error\" до зневаджувача та " +"терміналу як виклик помилки\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Примітка:[/b] Ця функція не призупиняє виконання проекту. Щоб вивести " +"повідомлення про помилку і призупинити виконання проекту у відлагоджувальних " +"збірках, використовуйте замість неї [code]assert(false, \"test error\")[/" +"code]." + +msgid "" +"Pushes a warning message to Godot's built-in debugger and to the OS " +"terminal.\n" +"[codeblocks]\n" +"[gdscript]\n" +"push_warning(\"test warning\") # Prints \"test warning\" to debugger and " +"terminal as a warning.\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and " +"terminal as a warning.\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Надсилає попереджувальне повідомлення до вбудованого зневаджувача Godot та до " +"терміналу ОС.\n" +"[codeblocks]\n" +"[gdscript]\n" +"push_warning(\"test warning\") # Виводить \"test warning\" в зневаджувачі та " +"терміналі як виклик попередження\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PushWarning(\"test warning\"); // Виводить \"test warning\" в зневаджувачі " +"та терміналі як виклик попередження\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" @@ -2730,9 +3726,36 @@ msgid "" msgstr "" "Перетворює кут, виражений у радіанах, у градуси.\n" "[codeblock]\n" -"rad_to_deg(0.523599) # Повертає 30\n" -"rad_to_deg(PI) # Повертає 180\n" -"rad_to_deg(PI * 2) # Повертає 360\n" +"rad_to_deg(0.523599) # Returns 30\n" +"rad_to_deg(PI) # Returns 180\n" +"rad_to_deg(PI * 2) # Returns 360\n" +"[/codeblock]" + +msgid "" +"Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], " +"where its first element is the randomized [int] value, and the second element " +"is the same as [param seed]. Passing the same [param seed] consistently " +"returns the same array.\n" +"[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random " +"number generator, currently implemented as a 64 bit integer.\n" +"[codeblock]\n" +"var a = rand_from_seed(4)\n" +"\n" +"print(a[0]) # Prints 2879024997\n" +"print(a[1]) # Prints 4\n" +"[/codeblock]" +msgstr "" +"За заданим [param seed], повертає [PackedInt64Array] розміру [code]2[/code], " +"де перший елемент є випадковим значенням [int], а другий такий самий, як і " +"[param seed]. Передача того самого [param seed] послідовно повертає один і " +"той же масив.\n" +"[b]Примітка:[/b] Під \"seed\" тут мається на увазі внутрішній стан генератора " +"псевдовипадкових чисел, який наразі реалізовано як 64-бітне ціле число.\n" +"[codeblock]\n" +"var a = rand_from_seed(4)\n" +"\n" +"print(a[0])\t# Prints 2879024997\n" +"print(a[1])\t# Prints 4\n" "[/codeblock]" msgid "" @@ -2749,12 +3772,12 @@ msgid "" msgstr "" "Повертає випадкове значення з плаваючою комою від [code]0.0[/code] до " "[code]1.0[/code] (включно).\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" -" randf() # Повертає напр. 0,375671\n" +" randf() # Returns e.g. 0,375671\n" " [/gdscript]\n" " [csharp]\n" -" GD.Randf(); // Повертає напр. 0,375671\n" +" GD.Randf(); // Returns e.g. 0,375671\n" " [/csharp]\n" " [/codeblocks]" @@ -2774,14 +3797,14 @@ msgid "" msgstr "" "Повертає випадкове значення з плаваючою комою між [param from] і [param to] " "(включно).\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" -" randf_range(0, 20.5) # Повертає, напр. 7,45315\n" -" randf_range(-10, 10) # Повертає напр. -3,844535\n" +" randf_range(0, 20.5) # Returns e.g. 7,45315\n" +" randf_range(-10, 10) # Returns e.g. -3,844535\n" " [/gdscript]\n" " [csharp]\n" -" GD.RandRange(0,0, 20,5); // Повертає напр. 7,45315\n" -" GD.RandRange(-10,0, 10,0); // Повертає напр. -3,844535\n" +" GD.RandRange(0,0, 20,5); // Returns e.g. 7,45315\n" +" GD.RandRange(-10,0, 10,0); // Returns e.g. -3,844535\n" " [/csharp]\n" " [/codeblocks]" @@ -2900,8 +3923,8 @@ msgstr "" "[/code], то результуюче значення також буде за межами [code][ostart, ostop][/" "code]. Якщо це небажано, використовуйте [method clamp] для результату цієї " "функції.\n" -" [кодовий блок]\n" -" remap(75, 0, 100, -1, 1) # Повертає 0,5\n" +" [codeblock]\n" +" remap(75, 0, 100, -1, 1) # Returns 0,5\n" " [/codeblock]\n" " Для складних випадків використання, де потрібні кілька діапазонів, подумайте " "про використання [Крива] або [Градієнт].\n" @@ -2954,10 +3977,10 @@ msgstr "" "Округлює [param x] до найближчого цілого числа, при цьому регістри " "округляються від 0. Підтримувані типи: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Вектор4i].\n" -" [кодовий блок]\n" -" round(2.4) # Повертає 2\n" -" round(2.5) # Повертає 3\n" -" round(2.6) # Повертає 3\n" +" [codeblock]\n" +" round(2.4) # Returns 2\n" +" round(2.5) # Returns 3\n" +" round(2.6) # Returns 3\n" " [/codeblock]\n" " Дивіться також [method floor], [method ceil] і [method snapped].\n" " [b]Примітка.[/b] Для кращої безпеки типу використовуйте [method roundf], " @@ -3051,12 +4074,12 @@ msgstr "" "Підтримувані типи: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" -"sign(-6.0) # Повертає -1\n" -"sign(0.0) # Повертає 0\n" -"sign(6.0) # Повертає 1\n" -"sign(NAN) # Повертає 0\n" +"sign(-6.0) # Returns -1\n" +"sign(0.0) # Returns 0\n" +"sign(6.0) # Returns 1\n" +"sign(NAN) # Returns 0\n" "\n" -"sign(Vector3(-6.0, 0.0, 6.0)) # Повертає (-1, 0, 1)\n" +"sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" "[/codeblock]\n" "[b]Примітка:[/b] Для кращої безпеки типу використовуйте [method signf], " "[method signi], [method Vector2.sign], [method Vector2i.sign], [method " @@ -3078,12 +4101,29 @@ msgstr "" "[param x] додатне, і [code]0.0[/code], якщо [param x] дорівнює нулю. Для " "[code]nan[/code] значень [param x] повертає 0.0.\n" "[codeblock]\n" -"signf(-6.5) # Повертає -1.0\n" -"signf(0.0) # Повертає 0.0\n" -"signf(6.5) # Повертає 1.0\n" -"signf(NAN) # Повертає 0.0\n" +"signf(-6.5) # Returns -1.0\n" +"signf(0.0) # Returns 0.0\n" +"signf(6.5) # Returns 1.0\n" +"signf(NAN) # Returns 0.0\n" "[/codeblock]" +msgid "" +"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] " +"is positive, and [code]0[/code] if [param x] is zero.\n" +"[codeblock]\n" +"signi(-6) # Returns -1\n" +"signi(0) # Returns 0\n" +"signi(6) # Returns 1\n" +"[/codeblock]" +msgstr "" +"Повертає [code]-1[/code], якщо [param x] негативний, [code]1[/code], якщо " +"[param x] додатний, і [code]0[/code], якщо [param x] є нуль.\n" +" [codeblock]\n" +" signi(-6) # Returns -1\n" +" signi(0) # Returns 0\n" +" signi(6) # Returns 1\n" +" [/codeblock]" + msgid "" "Returns the sine of angle [param angle_rad] in radians.\n" "[codeblock]\n" @@ -3093,8 +4133,8 @@ msgid "" msgstr "" "Повертає синус кута [param angle_rad] в радіанах.\n" "[codeblock]\n" -"sin(0.523599) # Повертає 0.5\n" -"sin(deg_to_rad(90)) # Повертає 1.0\n" +"sin(0.523599) # Returns 0.5\n" +"sin(deg_to_rad(90)) # Returns 1.0\n" "[/codeblock]" msgid "" @@ -3106,10 +4146,69 @@ msgid "" msgstr "" "Повертає гіперболічний синус [param x].\n" "[codeblock]\n" -"var a = log(2.0) # Повертає 0.693147\n" -"sinh(a) # Повертає 0.75\n" +"var a = log(2.0) # Returns 0.693147\n" +"sinh(a) # Returns 0.75\n" "[/codeblock]" +msgid "" +"Returns a smooth cubic Hermite interpolation between [code]0[/code] and " +"[code]1[/code].\n" +"For positive ranges (when [code]from <= to[/code]) the return value is " +"[code]0[/code] when [code]x <= from[/code], and [code]1[/code] when [code]x " +">= to[/code]. If [param x] lies between [param from] and [param to], the " +"return value follows an S-shaped curve that smoothly transitions from " +"[code]0[/code] to [code]1[/code].\n" +"For negative ranges (when [code]from > to[/code]) the function is mirrored " +"and returns [code]1[/code] when [code]x <= to[/code] and [code]0[/code] when " +"[code]x >= from[/code].\n" +"This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " +"3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" +"[codeblock]\n" +"smoothstep(0, 2, -5.0) # Returns 0.0\n" +"smoothstep(0, 2, 0.5) # Returns 0.15625\n" +"smoothstep(0, 2, 1.0) # Returns 0.5\n" +"smoothstep(0, 2, 2.0) # Returns 1.0\n" +"[/codeblock]\n" +"Compared to [method ease] with a curve value of [code]-1.6521[/code], [method " +"smoothstep] returns the smoothest possible curve with no sudden changes in " +"the derivative. If you need to perform more advanced transitions, use [Tween] " +"or [AnimationPlayer].\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " +"-1.6521) return values[/url]\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"smoothstep_range.webp]Smoothstep() return values with positive, zero, and " +"negative ranges[/url]" +msgstr "" +"Повертає плавну кубічну інтерполяцію Ерміта між [code]0[/code] і [code]1[/" +"code]. \n" +"Для позитивних діапазонів (коли [code]від <= до[/code]) повертається значення " +"[code]0[/code], коли [code]x <= from[/code], і [code]1[/code], коли [code]x " +">= to[/code]. Якщо [param x] знаходиться між [param from] і [param to], " +"значення, що повертається, слідує S-подібній кривій, яка плавно переходить " +"від [code]0[/code] до [code]1[/code]. \n" +"Для від’ємних діапазонів (коли [code]від > до[/code]) функція відображається " +"і повертає [code]1[/code], коли [code]x <= to[/code], і [code]0[/code], коли " +"[code]x >= from[/code]. \n" +"Ця S-подібна крива є кубічним інтерполятором Ерміта, що визначається як " +"[код]f(y) = 3*y^2 - 2*y^3[/code], де [code]y = (x-від) / (до-від)[/code]. \n" +"[codeblock] \n" +"smoothstep(0, 2, -5.0) # Returns 0.0 \n" +"smoothstep(0, 2, 0.5) # Returns 0,15625 \n" +"smoothstep(0, 2, 1.0) # Returns 0,5 \n" +"smoothstep(0, 2, 2.0) # Returns 1.0 \n" +"[/codeblock] \n" +"Порівняно з [method ease] зі значенням кривої [code]-1,6521[/code], [method " +"smoothstep] повертає максимально гладку криву без раптових змін у похідній. " +"Якщо вам потрібно виконати більш складні переходи, використовуйте [Tween] або " +"[AnimationPlayer]. \n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"smoothstep_ease_comparison.png]Порівняння повернених значень smoothstep() і " +"ease(x, -1,6521)[/url] \n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"smoothstep_range.webp]Smoothstep() повертає значення з позитивним, нульовим і " +"негативним діапазонами[/url]" + msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " "can also be used to round a floating-point number to an arbitrary number of " @@ -3135,11 +4234,11 @@ msgstr "" " Повернене значення має той самий тип [Variant], що й [param step]. " "Підтримувані типи: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" -" [кодовий блок]\n" -" snapped(100, 32) # Повертає 96\n" -" snapped(3.14159, 0.01) # Повертає 3.14\n" +" [codeblock]\n" +" snapped(100, 32) # Returns 96\n" +" snapped(3.14159, 0.01) # Returns 3.14\n" "\n" -" snapped(Vector2(34, 70), Vector2(8, 8)) # Повертає (32, 72)\n" +" snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n" " [/codeblock]\n" " Дивіться також [method ceil], [method floor] і [method round].\n" " [b]Примітка:[/b] Для кращої безпеки типу використовуйте [method snappedf], " @@ -3161,9 +4260,9 @@ msgstr "" "використовувати для округлення числа з плаваючою комою до довільної кількості " "десяткових знаків.\n" " Типобезпечна версія [method snapped], що повертає [float].\n" -" [кодовий блок]\n" -" snappedf(32.0, 2.5) # Повертає 32.5\n" -" snappedf(3.14159, 0.01) # Повертає 3.14\n" +" [codeblock]\n" +" snappedf(32.0, 2.5) # Returns 32.5\n" +" snappedf(3.14159, 0.01) # Returns 3.14\n" " [/codeblock]" msgid "" @@ -3176,9 +4275,9 @@ msgid "" msgstr "" "Повертає кратне [param step], яке є найближчим до [param x].\n" " Типобезпечна версія [method snapped], що повертає [int].\n" -" [кодовий блок]\n" -" snappedi(53, 16) # Повертає 48\n" -" snappedi(4096, 100) # Повертає 4100\n" +" [codeblock]\n" +" snappedi(53, 16) # Returns 48\n" +" snappedi(4096, 100) # Returns 4100\n" " [/codeblock]" msgid "" @@ -3194,9 +4293,9 @@ msgid "" msgstr "" "Повертає квадратний корінь з [param x], де [param x] невід'ємне число.\n" "[codeblock]\n" -"sqrt(9) # Повертає 3\n" -"sqrt(10.24) # Повертає 3.2\n" -"sqrt(-1) # Повертає NaN\n" +"sqrt(9) # Returns 3\n" +"sqrt(10.24) # Returns 3.2\n" +"sqrt(-1) # Returns NaN\n" "[/codeblock]\n" "[b]Примітка:[/b] Від'ємні значення [param x] повертають NaN (\"Not a Number " "(Не Число)\"). В C#, якщо вам потрібні від'ємні вхідні дані, використовуйте " @@ -3216,9 +4315,9 @@ msgstr "" "Зауважте, що максимальне значення, що повертається, становить 10, що є " "проектним рішенням у реалізації.\n" "[codeblock]\n" -"var n = step_decimals(5) # n рівно 0\n" -"n = step_decimals(1.0005) # n рівно 4\n" -"n = step_decimals(0.000000005) # n рівно 9\n" +"var n = step_decimals(5) # n is 0\n" +"n = step_decimals(1.0005) # n is 4\n" +"n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgid "" @@ -3325,7 +4424,7 @@ msgstr "" "повідомлення про помилки, доки [параметр type] є дійсним типом Variant.\n" " Поверненим значенням є [Варіант], але дані всередині та їх тип будуть такими " "самими, як запитуваний тип.\n" -" [кодовий блок]\n" +" [codeblock]\n" " type_convert(\"Привіт!\", TYPE_INT) # Повертає 0\n" " type_convert(\"123\", TYPE_INT) # Повертає 123\n" " type_convert(123.4, TYPE_INT) # Повертає 123\n" @@ -3333,6 +4432,52 @@ msgstr "" " type_convert(\"Привіт!\", TYPE_NIL) # Повертає null\n" " [/codeblock]" +msgid "" +"Returns a human-readable name of the given [param type], using the [enum " +"Variant.Type] values.\n" +"[codeblock]\n" +"print(TYPE_INT) # Prints 2\n" +"print(type_string(TYPE_INT)) # Prints \"int\"\n" +"print(type_string(TYPE_STRING)) # Prints \"String\"\n" +"[/codeblock]\n" +"See also [method typeof]." +msgstr "" +"Повертає зрозумілу людині назву заданого [типу параметра], використовуючи " +"значення [enum Variant.Type].\n" +" [codeblock]\n" +" print(TYPE_INT) # Друкує 2.\n" +" print(type_string(TYPE_INT)) # Виводить \"int\".\n" +" print(type_string(TYPE_STRING)) # Виводить \"Рядок\".\n" +" [/codeblock]\n" +" Дивіться також [method typeof]." + +msgid "" +"Returns the internal type of the given [param variable], using the [enum " +"Variant.Type] values.\n" +"[codeblock]\n" +"var json = JSON.new()\n" +"json.parse('[\"a\", \"b\", \"c\"]')\n" +"var result = json.get_data()\n" +"if result is Array:\n" +" print(result[0]) # Prints \"a\"\n" +"else:\n" +" print(\"Unexpected result!\")\n" +"[/codeblock]\n" +"See also [method type_string]." +msgstr "" +"Повертає внутрішній тип заданого [param variable], використовуючи значення " +"[enum Variant.Type].\n" +"[codeblock]\n" +"var json = JSON.new()\n" +"json.parse('[\"a\", \"b\", \"c\"]')\n" +"var result = json.get_data()\n" +"if typeof(result) == TYPE_ARRAY:\n" +" print(result[0]) # Виводить a\n" +"else:\n" +" print(\"Неочікуваний результат\")\n" +"[/codeblock]\n" +"Дивіться також [method type_string]." + msgid "" "Encodes a [Variant] value to a byte array, without encoding objects. " "Deserialization can be done with [method bytes_to_var].\n" @@ -3386,7 +4531,7 @@ msgid "" msgstr "" "Перетворює [Variant] [param variable] у відформатований [String], який потім " "можна проаналізувати за допомогою [method str_to_var].\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var a = { \"a\": 1, \"b\": 2 }\n" " print(var_to_str(a))\n" @@ -3482,15 +4627,15 @@ msgstr "" "Розміщує float [param value] між [param min] і [param max]. Можна " "використовувати для створення циклічної поведінки або нескінченних " "поверхонь.\n" -" [кодовий блок]\n" +" [codeblock]\n" " # Нескінченний цикл між 5.0 і 9.9\n" " значення = wrapf(значення + 0,1, 5,0, 10,0)\n" " [/codeblock]\n" -" [кодовий блок]\n" +" [codeblock]\n" " # Нескінченне обертання (у радіанах)\n" " angle = wrapf(angle + 0,1, 0,0, TAU)\n" " [/codeblock]\n" -" [кодовий блок]\n" +" [codeblock]\n" " # Нескінченне обертання (у радіанах)\n" " angle = wrapf(кут + 0,1, -PI, PI)\n" " [/codeblock]\n" @@ -4142,9 +5287,18 @@ msgstr "Гіпер клавіша. (Лише на Linux/X11)." msgid "Help key." msgstr "Клавіша Help." +msgid "Back key." +msgstr "Клавіша «Назад»." + +msgid "Forward key." +msgstr "Клавіша вперед." + msgid "Media stop key." msgstr "Клавіша зупинки медіа." +msgid "Refresh key." +msgstr "Клавіша оновлення." + msgid "Volume down key." msgstr "Клавіша зменшення гучності." @@ -4170,7 +5324,7 @@ msgid "Home page key." msgstr "Клавіша домашньої сторінки." msgid "Favorites key." -msgstr "Ключ улюбленого." +msgstr "Клавіша улюбленого." msgid "Search key." msgstr "Клавіша пошуку." @@ -4251,7 +5405,52 @@ msgid "Unknown key." msgstr "Невідома клавіша." msgid "Space key." -msgstr "Пробіл." +msgstr "Клавіша Пробіл." + +msgid "Exclamation mark ([code]![/code]) key." +msgstr "Клавіша зі знаком оклику ([code]![/code])." + +msgid "Double quotation mark ([code]\"[/code]) key." +msgstr "Ключ подвійних лапок ([code]\"[/code])." + +msgid "Number sign or [i]hash[/i] ([code]#[/code]) key." +msgstr "Цифровий знак або клавіша [i]hash[/i] ([code]#[/code])." + +msgid "Dollar sign ([code]$[/code]) key." +msgstr "Знак долара ([code]$[/code]) ключ." + +msgid "Percent sign ([code]%[/code]) key." +msgstr "Клавіша знака відсотка ([code]%[/code])." + +msgid "Ampersand ([code]&[/code]) key." +msgstr "Амперсанд ([code]&[/code]) ключ." + +msgid "Apostrophe ([code]'[/code]) key." +msgstr "Клавіша апостроф ([code]'[/code])." + +msgid "Left parenthesis ([code]([/code]) key." +msgstr "Ліва дужка (клавіша [code]([/code])." + +msgid "Right parenthesis ([code])[/code]) key." +msgstr "Права дужка ([code])[/code])." + +msgid "Asterisk ([code]*[/code]) key." +msgstr "Клавіша зірочка ([code]*[/code])." + +msgid "Plus ([code]+[/code]) key." +msgstr "Плюс ([code]+[/code])." + +msgid "Comma ([code],[/code]) key." +msgstr "Кома ([code],[/code]) ключ." + +msgid "Minus ([code]-[/code]) key." +msgstr "Клавіша мінус ([code]-[/code])." + +msgid "Period ([code].[/code]) key." +msgstr "Період ([code].[/code]) ключ." + +msgid "Slash ([code]/[/code]) key." +msgstr "Слеш ([code]/[/code])." msgid "Number 0 key." msgstr "Клавіша цифра 0." @@ -4283,6 +5482,27 @@ msgstr "Клавіша цифра 8." msgid "Number 9 key." msgstr "Клавіша цифра 9." +msgid "Colon ([code]:[/code]) key." +msgstr "Колон ([code]:[/code]) ключ." + +msgid "Semicolon ([code];[/code]) key." +msgstr "Крапка з комою ([code];[/code]) клавіша." + +msgid "Less-than sign ([code]<[/code]) key." +msgstr "Клавіша зі знаком «менше» ([code]<[/code])." + +msgid "Equal sign ([code]=[/code]) key." +msgstr "Клавіша знака рівності ([code]=[/code])." + +msgid "Greater-than sign ([code]>[/code]) key." +msgstr "Ключ із знаком «більше» ([code]>[/code])." + +msgid "Question mark ([code]?[/code]) key." +msgstr "Клавіша знака питання ([code]?[/code])." + +msgid "At sign ([code]@[/code]) key." +msgstr "Знак ([code]@[/code]) ключ." + msgid "A key." msgstr "Клавіша А." @@ -4361,6 +5581,42 @@ msgstr "Клавіша Y." msgid "Z key." msgstr "Клавіша Z." +msgid "Left bracket ([code][lb][/code]) key." +msgstr "Ліва квадратна дужка ([code][lb][/code])." + +msgid "Backslash ([code]\\[/code]) key." +msgstr "Клавіша зворотної косої риски ([code]\\[/code])." + +msgid "Right bracket ([code][rb][/code]) key." +msgstr "Права дужка ([code][rb][/code])." + +msgid "Caret ([code]^[/code]) key." +msgstr "Клавіша вставки ([code]^[/code])." + +msgid "Underscore ([code]_[/code]) key." +msgstr "Клавіша підкреслення ([code]_[/code])." + +msgid "Backtick ([code]`[/code]) key." +msgstr "Клавіша зворотної галочки ([code]`[/code])." + +msgid "Left brace ([code]{[/code]) key." +msgstr "Клавіша лівої фігурної дужки ([code]{[/code])." + +msgid "Vertical bar or [i]pipe[/i] ([code]|[/code]) key." +msgstr "Клавіша вертикальної смуги або [i]трубки[/i] ([code]|[/code])." + +msgid "Right brace ([code]}[/code]) key." +msgstr "Права дужка ([code]}[/code])." + +msgid "Tilde ([code]~[/code]) key." +msgstr "Клавіша тильди ([code]~[/code])." + +msgid "Yen symbol ([code]¥[/code]) key." +msgstr "Символ ієни ([code]¥[/code])." + +msgid "Section sign ([code]§[/code]) key." +msgstr "Клавіша знака розділу ([code]§[/code])." + msgid "Key Code mask." msgstr "Маска коду клавіші." @@ -4787,6 +6043,40 @@ msgstr "" "стану, ніби його щойно ввімкнули. Його не слід надсилати, коли пристрій MIDI " "увімкнено." +msgid "" +"Methods that return [enum Error] return [constant OK] when no error " +"occurred.\n" +"Since [constant OK] has value [code]0[/code], and all other error constants " +"are positive integers, it can also be used in boolean checks.\n" +"[codeblock]\n" +"var error = method_that_returns_error()\n" +"if error != OK:\n" +" printerr(\"Failure!\")\n" +"\n" +"# Or, alternatively:\n" +"if error:\n" +" printerr(\"Still failing!\")\n" +"[/codeblock]\n" +"[b]Note:[/b] Many functions do not return an error code, but will print error " +"messages to standard output." +msgstr "" +"Методи, які повертають [enum Error], повертають [константу OK], якщо помилки " +"не сталося. \n" +"Оскільки [константа OK] має значення [code]0[/code], а всі інші константи " +"помилок є додатними цілими числами, її також можна використовувати в логічних " +"перевірках. \n" +"[codeblock] \n" +"var error = method_that_returns_error() \n" +"якщо помилка != OK: \n" +" printerr(\"Помилка!\") \n" +"\n" +"# Або, альтернативно: \n" +"якщо помилка: \n" +" printerr(\"Досі не вдається!\") \n" +"[/codeblock] \n" +"[b]Примітка:[/b] Багато функцій не повертають код помилки, але друкують " +"повідомлення про помилку у стандартний вихід." + msgid "Generic error." msgstr "Типова помилка." @@ -5185,6 +6475,180 @@ msgstr "" "Підказує, що значенням властивості є об’єкт, закодований як ідентифікатор " "об’єкта, тип якого вказано в рядку підказки. Використовується налагоджувачем." +msgid "" +"If a property is [String], hints that the property represents a particular " +"type (class). This allows to select a type from the create dialog. The " +"property will store the selected type as a string.\n" +"If a property is [Array], hints the editor how to show elements. The " +"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " +"and [code]\"/\"[/code].\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Array of elem_type.\n" +"hint_string = \"%d:\" % [elem_type]\n" +"hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" +"# Two-dimensional array of elem_type (array of arrays of elem_type).\n" +"hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" +"hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " +"elem_hint_string]\n" +"# Three-dimensional array of elem_type (array of arrays of arrays of " +"elem_type).\n" +"hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" +"hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " +"elem_hint, elem_hint_string]\n" +"[/gdscript]\n" +"[csharp]\n" +"// Array of elemType.\n" +"hintString = $\"{elemType:D}:\";\n" +"hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" +"// Two-dimensional array of elemType (array of arrays of elemType).\n" +"hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" +"hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" +"{elemHintString}\";\n" +"// Three-dimensional array of elemType (array of arrays of arrays of " +"elemType).\n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" +"\";\n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" +"{elemHint:D}:{elemHintString}\";\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Examples:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" +"hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " +"integers (in range from 1 to 10).\n" +"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array " +"of integers (an enum).\n" +"hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " +"PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" +"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " +"strings (file paths).\n" +"hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " +"PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n" +"\n" +"hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array " +"of floats.\n" +"hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " +"PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n" +"hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " +"PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to " +"1).\n" +"hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " +"PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n" +"[/gdscript]\n" +"[csharp]\n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " +"Array of integers (in range from 1 to 10).\n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " +"Array of integers (an enum).\n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3," +"Six:6\"; // Array of integers (an enum).\n" +"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " +"Array of strings (file paths).\n" +"hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:" +"Texture2D\"; // Array of textures.\n" +"\n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-" +"dimensional array of floats.\n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint." +"MultilineText:D}:\"; // Two-dimensional array of multiline strings.\n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint." +"Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in range from -1 to " +"1).\n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint." +"ResourceType:D}:Texture2D\"; // Two-dimensional array of textures.\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] The trailing colon is required for properly detecting built-in " +"types." +msgstr "" +"Якщо властивість [String], це означає, що властивість представляє певний тип " +"(клас). Це дозволяє вибрати тип у діалоговому вікні створення. Властивість " +"зберігатиме вибраний тип як рядок. \n" +"Якщо властивість [Array], підказує редактору, як показати елементи. " +"[code]hint_string[/code] має кодувати вкладені типи за допомогою [code]\":\"[/" +"code] і [code]\"/\"[/code]. \n" +"[codeblock] \n" +"[gdscript] \n" +"# Масив elem_type. \n" +"hint_string = \"%d:\" % [elem_type] \n" +"hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string] \n" +"# Двовимірний масив elem_type (масив elem_type). \n" +"hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type] \n" +"hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " +"elem_hint_string] \n" +"# Тривимірний масив elem_type (масив масивів elem_type). \n" +"hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type] \n" +"hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " +"elem_hint, elem_hint_string] \n" +"[/gdscript] \n" +"[csharp] \n" +"// Масив elemType. \n" +"hintString = $\"{elemType:D}:\"; \n" +"hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\"; \n" +"// Двовимірний масив elemType (масив масивів elemType). \n" +"hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\"; \n" +"hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" +"{elemHintString}\"; \n" +"// Тривимірний масив elemType (масив масивів elemType). \n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" +"\"; \n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" +"{elemHint:D}:{elemHintString}\"; \n" +"[/csharp] \n" +"[/codeblocks] \n" +"[b]Приклади:[/b] \n" +"[codeblock] \n" +"[gdscript] \n" +"hint_string = \"%d:\" % [TYPE_INT] # Масив цілих чисел. \n" +"hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Масив " +"цілих чисел (в діапазоні від 1 до 10). \n" +"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Масив " +"цілих чисел (enum). \n" +"hint_string = \"%d/%d:Нуль,Один,Три:3,Шість:6\" % [TYPE_INT, " +"PROPERTY_HINT_ENUM] # Масив цілих чисел (enum). \n" +"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Масив " +"рядків (шляхи до файлів). \n" +"hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " +"PROPERTY_HINT_RESOURCE_TYPE] # Масив текстур. \n" +"\n" +"hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Двовимірний масив " +"плаваючих значень. \n" +"hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " +"PROPERTY_HINT_MULTILINE_TEXT] # Двовимірний масив багаторядкових рядків. \n" +"hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " +"PROPERTY_HINT_RANGE] # Двовимірний масив чисел з плаваючою точкою (в " +"діапазоні від -1 до 1). \n" +"hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " +"PROPERTY_HINT_RESOURCE_TYPE] # Двовимірний масив текстур. \n" +"[/gdscript] \n" +"[csharp] \n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " +"Масив цілих чисел (в діапазоні від 1 до 10). \n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Нуль,Один," +"Два\"; // Масив цілих чисел (enum). \n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Нуль,Один,Три:3," +"Шість:6\"; // Масив цілих чисел (enum). \n" +"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " +"Масив рядків (шляхи до файлів). \n" +"hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:" +"Texture2D\"; // Масив текстур. \n" +"\n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // " +"Двовимірний масив поплавців. \n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint." +"MultilineText:D}:\"; // Двовимірний масив багаторядкових рядків. \n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint." +"Range:D}:-1,1,0.1\"; // Двовимірний масив float (в діапазоні від -1 до 1). \n" +"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint." +"ResourceType:D}:Texture2D\"; // Двовимірний масив текстур. \n" +"[/csharp] \n" +"[/codeblocks] \n" +"[b]Примітка:[/b] Кінцева двокрапка потрібна для правильного виявлення " +"вбудованих типів." + msgid "This hint is not used by the engine." msgstr "Ця підказка не використовується двигуном." @@ -5235,6 +6699,13 @@ msgstr "" "Підказує, що властивість є [масивом] із збереженим типом, указаним у рядку " "підказки." +msgid "" +"Hints that a property is a [Dictionary] with the stored types specified in " +"the hint string." +msgstr "" +"Підказує, що властивість є [словником] із збереженими типами, указаними в " +"рядку підказки." + msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." @@ -5272,6 +6743,42 @@ msgstr "" "Підказує, що текстова властивість є паролем, і кожен символ замінюється на " "символ секрету." +msgid "" +"Hints that a [Callable] property should be displayed as a clickable button. " +"When the button is pressed, the callable is called. The hint string specifies " +"the button text and optionally an icon from the [code]\"EditorIcons\"[/code] " +"theme type.\n" +"[codeblock lang=text]\n" +"\"Click me!\" - A button with the text \"Click me!\" and the default " +"\"Callable\" icon.\n" +"\"Click me!,ColorRect\" - A button with the text \"Click me!\" and the " +"\"ColorRect\" icon.\n" +"[/codeblock]\n" +"[b]Note:[/b] A [Callable] cannot be properly serialized and stored in a file, " +"so it is recommended to use [constant PROPERTY_USAGE_EDITOR] instead of " +"[constant PROPERTY_USAGE_DEFAULT]." +msgstr "" +"Підказки, що властивість [Callable] має відображатися як кнопка, яку можна " +"натиснути. При натисканні кнопки викликається абонент. Рядок підказки " +"визначає текст кнопки та, за бажанням, піктограму з типу теми " +"[code]\"EditorIcons\"[/code]. \n" +"[codeblock lang=text] \n" +"\"Натисни мене!\" - кнопка з текстом \"Натисни мене!\" і значок за " +"замовчуванням «Можливий виклик». \n" +"\"Click me!,ColorRect\" - кнопка з текстом \"Click me!\" і піктограму " +"«ColorRect». \n" +"[/codeblock] \n" +"[b]Примітка: [/b] [Callable] не можна правильно серіалізувати та зберегти у " +"файлі, тому рекомендується використовувати [константу PROPERTY_USAGE_EDITOR] " +"замість [константу PROPERTY_USAGE_DEFAULT]." + +msgid "" +"Hints that a property will be changed on its own after setting, such as " +"[member AudioStreamPlayer.playing] or [member GPUParticles3D.emitting]." +msgstr "" +"Підказки про те, що властивість буде змінено самостійно після налаштування, " +"наприклад [член AudioStreamPlayer.playing] або [член GPUParticles3D.emitting]." + msgid "Represents the size of the [enum PropertyHint] enum." msgstr "Відображає розмір переліку [enum PropertyHint]." @@ -5335,6 +6842,20 @@ msgstr "" "При редагуванні властивості користувачеві буде запропоновано перезапустити " "редактор." +msgid "" +"The property is a script variable. [constant PROPERTY_USAGE_SCRIPT_VARIABLE] " +"can be used to distinguish between exported script variables from built-in " +"variables (which don't have this usage flag). By default, [constant " +"PROPERTY_USAGE_SCRIPT_VARIABLE] is [b]not[/b] applied to variables that are " +"created by overriding [method Object._get_property_list] in a script." +msgstr "" +"Властивість є змінною сценарію. [константу PROPERTY_USAGE_SCRIPT_VARIABLE] " +"можна використовувати, щоб відрізнити експортовані змінні сценарію від " +"вбудованих змінних (які не мають цього позначка використання). За " +"замовчуванням [константа PROPERTY_USAGE_SCRIPT_VARIABLE] [b]не[/b] " +"застосовується до змінних, створених шляхом перевизначення [method Object." +"_get_property_list] у сценарії." + msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." @@ -5348,6 +6869,13 @@ msgstr "Якщо цю властивість змінити, усі поля і msgid "This flag is not used by the engine." msgstr "Цей прапорець не використовується двигуном." +msgid "" +"The property is a variable of enum type, i.e. it only takes named integer " +"constants from its associated enumeration." +msgstr "" +"Властивість є змінною типу enum, тобто вона приймає лише іменовані цілі " +"константи з пов’язаного з нею переліку." + msgid "" "If property has [code]nil[/code] as default value, its type will be [Variant]." msgstr "" @@ -5726,6 +7254,47 @@ msgstr "Створює [AABB] як копію заданого [AABB]." msgid "Constructs an [AABB] by [param position] and [param size]." msgstr "Створює [AABB] за [param position] і [param size]." +msgid "" +"Returns an [AABB] equivalent to this bounding box, with its width, height, " +"and depth modified to be non-negative values.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" +"var absolute = box.abs()\n" +"print(absolute.position) # Prints (-15.0, -10.0, 0.0)\n" +"print(absolute.size) # Prints (20.0, 10.0, 5.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" +"var absolute = box.Abs();\n" +"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" +"GD.Print(absolute.Size); // Prints (20, 10, 5)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] It's recommended to use this method when [member size] is " +"negative, as most other methods in Godot assume that the [member size]'s " +"components are greater than [code]0[/code]." +msgstr "" +"Повертає [AABB], еквівалентний цій обмежувальній рамці, з її шириною, висотою " +"та глибиною, зміненими на невід’ємні значення. \n" +"[codeblocks] \n" +"[gdscript] \n" +"змінна коробка = AABB(Вектор3(5, 0, 5), Вектор3(-20, -10, -5)) \n" +"var absolute = box.abs() \n" +"print(absolute.position) # Друк (-15.0, -10.0, 0.0) \n" +"print(absolute.size) # Друк (20.0, 10.0, 5.0) \n" +"[/gdscript] \n" +"[csharp] \n" +"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5)); \n" +"var absolute = box.Abs(); \n" +"GD.Print(absolute.Position); // Виводить (-15, -10, 0) \n" +"GD.Print(absolute.Size); // Друк (20, 10, 5) \n" +"[/csharp] \n" +"[/codeblocks] \n" +"[b]Примітка: [/b] Рекомендується використовувати цей метод, коли [member " +"size] є від’ємним, оскільки більшість інших методів у Godot припускають, що " +"компоненти [member size] більші за [code]0[/code]." + msgid "" "Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " "[param with] box. The edges of both boxes are included.\n" @@ -5752,18 +7321,18 @@ msgid "" msgstr "" "Повертає [code]true[/code], якщо ця обмежувальна рамка [i]повністю[/i] " "охоплює рамку [param with]. Краї обох коробок включені.\n" -" [кодові блоки]\n" +" [codeblock]\n" " [gdscript]\n" -" var a = AABB(Вектор3(0, 0, 0), Вектор3(4, 4, 4))\n" -" змінна b = AABB(Вектор3(1, 1, 1), Вектор3(3, 3, 3))\n" -" var c = AABB(Вектор3(2, 2, 2), Вектор3(8, 8, 8))\n" +" var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" +" var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" +" var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" " print(a.encloses(a)) # Виводить true\n" " print(a.encloses(b)) # Виводить true\n" " print(a.encloses(c)) # Виводить false\n" " [/gdscript]\n" " [csharp]\n" -" var a = новий Aabb(новий вектор3(0, 0, 0), новий вектор3(4, 4, 4));\n" +" var a = new Aabb(new Vector3(0, 0, 0), новий вектор3(4, 4, 4));\n" " var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" " var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" @@ -5773,6 +7342,61 @@ msgstr "" " [/csharp]\n" " [/codeblocks]" +msgid "" +"Returns a copy of this bounding box expanded to align the edges with the " +"given [param to_point], if necessary.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" +"\n" +"box = box.expand(Vector3(10, 0, 0))\n" +"print(box.position) # Prints (0.0, 0.0, 0.0)\n" +"print(box.size) # Prints (10.0, 2.0, 5.0)\n" +"\n" +"box = box.expand(Vector3(-5, 0, 5))\n" +"print(box.position) # Prints (-5.0, 0.0, 0.0)\n" +"print(box.size) # Prints (15.0, 2.0, 5.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" +"\n" +"box = box.Expand(new Vector3(10, 0, 0));\n" +"GD.Print(box.Position); // Prints (0, 0, 0)\n" +"GD.Print(box.Size); // Prints (10, 2, 5)\n" +"\n" +"box = box.Expand(new Vector3(-5, 0, 5));\n" +"GD.Print(box.Position); // Prints (-5, 0, 0)\n" +"GD.Print(box.Size); // Prints (15, 2, 5)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Повертає копію цієї обмежувальної рамки, розширену для вирівнювання країв із " +"заданим [param to_point], якщо необхідно. \n" +"[codeblocks] \n" +"[gdscript] \n" +"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5)) \n" +"\n" +"box = box.expand(Vector3(10, 0, 0)) \n" +"print(box.position) # Друкує (0.0, 0.0, 0.0) \n" +"print(box.size) # Друк (10.0, 2.0, 5.0) \n" +"\n" +"box = box.expand(Vector3(-5, 0, 5)) \n" +"print(box.position) # Друк (-5.0, 0.0, 0.0) \n" +"print(box.size) # Друк (15.0, 2.0, 5.0) \n" +"[/gdscript] \n" +"[csharp] \n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5)); \n" +"\n" +"box = box.Expand(new Vector3(10, 0, 0)); \n" +"GD.Print(box.Position); // Виводить (0, 0, 0) \n" +"GD.Print(box.Size); // Друк (10, 2, 5) \n" +"\n" +"box = box.Expand(new Vector3(-5, 0, 5)); \n" +"GD.Print(box.Position); // Друкує (-5, 0, 0) \n" +"GD.Print(box.Size); // Друк (15, 2, 5) \n" +"[/csharp] \n" +"[/codeblocks]" + msgid "" "Returns the center point of the bounding box. This is the same as " "[code]position + (size / 2.0)[/code]." @@ -5789,6 +7413,50 @@ msgstr "" "[param idx] [code]0[/code] це те саме, що [member position], а [param idx] " "[code]7[/code] те саме, що [member end]." +msgid "" +"Returns the longest normalized axis of this bounding box's [member size], as " +"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_longest_axis()) # Prints (0.0, 0.0, 1.0)\n" +"print(box.get_longest_axis_index()) # Prints 2\n" +"print(box.get_longest_axis_size()) # Prints 8.0\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" +"GD.Print(box.GetLongestAxisIndex()); // Prints Z\n" +"GD.Print(box.GetLongestAxisSize()); // Prints 8\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_longest_axis_index] and [method get_longest_axis_size]." +msgstr "" +"Повертає найдовшу нормалізовану вісь [розмір елемента] цієї обмежувальної " +"рамки як [Вектор3] ([константа Vector3.RIGHT], [константа Vector3.UP] або " +"[константа Vector3.BACK]).\n" +" [codeblocks]\n" +" [gdscript]\n" +" var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +" print(box.get_longest_axis()) # Друк (0, 0, 1)\n" +" print(box.get_longest_axis_index()) # Друкує 2\n" +" print(box.get_longest_axis_size()) # Друкує 8\n" +" [/gdscript]\n" +" [csharp]\n" +" var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +" GD.Print(box.GetLongestAxis()); // Виводить (0, 0, 1)\n" +" GD.Print(box.GetLongestAxisIndex()); // Друкує 2\n" +" GD.Print(box.GetLongestAxisSize()); // Друкує 8\n" +" [/csharp]\n" +" [/codeblocks]\n" +" Дивіться також [метод get_longest_axis_index] і [метод " +"get_longest_axis_size]." + msgid "" "Returns the index to the longest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " @@ -5808,6 +7476,50 @@ msgstr "" "прямокутника.\n" "Для прикладу див. [метод get_longest_axis]." +msgid "" +"Returns the shortest normalized axis of this bounding box's [member size], as " +"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " +"Vector3.BACK]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +"print(box.get_shortest_axis()) # Prints (1.0, 0.0, 0.0)\n" +"print(box.get_shortest_axis_index()) # Prints 0\n" +"print(box.get_shortest_axis_size()) # Prints 2.0\n" +"[/gdscript]\n" +"[csharp]\n" +"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +"GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" +"GD.Print(box.GetShortestAxisIndex()); // Prints X\n" +"GD.Print(box.GetShortestAxisSize()); // Prints 2\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." +msgstr "" +"Повертає найкоротшу нормалізовану вісь [розмір елемента] цієї обмежувальної " +"рамки як [Вектор3] ([константа Vector3.RIGHT], [константа Vector3.UP] або " +"[константа Vector3.BACK]).\n" +" [codeblocks]\n" +" [gdscript]\n" +" var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" +"\n" +" print(box.get_shortest_axis()) # Друк (1, 0, 0)\n" +" print(box.get_shortest_axis_index()) # Виводить 0\n" +" print(box.get_shortest_axis_size()) # Друкує 2\n" +" [/gdscript]\n" +" [csharp]\n" +" var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" +"\n" +" GD.Print(box.GetShortestAxis()); // Виводить (1, 0, 0)\n" +" GD.Print(box.GetShortestAxisIndex()); // Виводить 0\n" +" GD.Print(box.GetShortestAxisSize()); // Друкує 2\n" +" [/csharp]\n" +" [/codeblocks]\n" +" Дивіться також [метод get_shortest_axis_index] і [метод " +"get_shortest_axis_size]." + msgid "" "Returns the index to the shortest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " @@ -5842,6 +7554,53 @@ msgstr "" "Повертає об’єм обмежувальної рамки. Це еквівалентно [code]size.x * size.y * " "size.z[/code]. Дивіться також [method has_volume]." +msgid "" +"Returns a copy of this bounding box extended on all sides by the given amount " +"[param by]. A negative amount shrinks the box instead.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +"print(a.position) # Prints (0.0, 0.0, 0.0)\n" +"print(a.size) # Prints (16.0, 16.0, 16.0)\n" +"\n" +"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +"print(b.position) # Prints (-2.0, -2.0, -2.0)\n" +"print(b.size) # Prints (12.0, 8.0, 6.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +"GD.Print(a.Position); // Prints (0, 0, 0)\n" +"GD.Print(a.Size); // Prints (16, 16, 16)\n" +"\n" +"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +"GD.Print(b.Position); // Prints (-2, -2, -2)\n" +"GD.Print(b.Size); // Prints (12, 8, 6)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Повертає копію цієї обмежувальної рамки, розширену з усіх боків на задану " +"величину [param by]. Натомість від’ємне значення зменшує коробку.\n" +" [codeblocks]\n" +" [gdscript]\n" +" var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" +" print(a.position) # Друк (0, 0, 0)\n" +" print(a.size) # Відбитки (16, 16, 16)\n" +"\n" +" var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" +" print(b.position) # Друк (-2, -2, -2)\n" +" print(b.size) # Відбитки (12, 8, 6)\n" +" [/gdscript]\n" +" [csharp]\n" +" var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" +" GD.Print(a.Position); // Виводить (0, 0, 0)\n" +" GD.Print(a.Size); // Друк (16, 16, 16)\n" +"\n" +" var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" +" GD.Print(b.Position); // Друк (-2, -2, -2)\n" +" GD.Print(b.Size); // Друкує (12, 8, 6)\n" +" [/csharp]\n" +" [/codeblocks]" + msgid "" "Returns [code]true[/code] if the bounding box contains the given [param " "point]. By convention, points exactly on the right, top, and front sides are " @@ -5872,6 +7631,57 @@ msgstr "" "Повертає [code]true[/code], якщо ширина, висота та глибина обмежувальної " "рамки додатні. Дивіться також [метод get_volume]." +msgid "" +"Returns the intersection between this bounding box and [param with]. If the " +"boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " +"the edge, returns a flat [AABB] with no volume (see [method has_surface] and " +"[method has_volume]).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +"var intersection = box1.intersection(box2)\n" +"print(intersection.position) # Prints (2.0, 0.0, 2.0)\n" +"print(intersection.size) # Prints (3.0, 2.0, 4.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +"var intersection = box1.Intersection(box2);\n" +"GD.Print(intersection.Position); // Prints (2, 0, 2)\n" +"GD.Print(intersection.Size); // Prints (3, 2, 4)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If you only need to know whether two bounding boxes are " +"intersecting, use [method intersects], instead." +msgstr "" +"Повертає перетин між цією обмежувальною рамкою та [param with]. Якщо поля не " +"перетинаються, повертає порожній [AABB]. Якщо рамки перетинаються на краю, " +"повертає плоский [AABB] без обсягу (див. [method has_surface] і [method " +"has_volume]).\n" +" [codeblocks]\n" +" [gdscript]\n" +" var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" +" var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" +"\n" +" var intersection = box1.intersection(box2)\n" +" print(intersection.position) # Вивести (2, 0, 2)\n" +" print(intersection.size) # Друк (3, 2, 4)\n" +" [/gdscript]\n" +" [csharp]\n" +" var box1 = new Aabb(новий Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" +" var box2 = new Aabb(новий Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" +"\n" +" var intersection = box1.Intersection(box2);\n" +" GD.Print(intersection.position); // Виводить (2, 0, 2)\n" +" GD.Print(intersection.size); // Друкує (3, 2, 4)\n" +" [/csharp]\n" +" [/codeblocks]\n" +" [b]Примітка:[/b] Якщо вам потрібно лише знати, чи перетинаються дві " +"обмежувальні рамки, замість цього використовуйте [method intersects]." + msgid "" "Returns [code]true[/code] if this bounding box overlaps with the box [param " "with]. The edges of both boxes are [i]always[/i] excluded." @@ -5906,6 +7716,24 @@ msgstr "" "як [Вектор3]. Якщо перетину не відбувається, повертає [code]null[/code].\n" " Сегмент починається в [param from] і закінчується в [param to]." +msgid "" +"Returns [code]true[/code] if this bounding box and [param aabb] are " +"approximately equal, by calling [method Vector3.is_equal_approx] on the " +"[member position] and the [member size]." +msgstr "" +"Повертає [code]true[/code], якщо ця обмежувальна рамка та [param aabb] " +"приблизно однакові, шляхом виклику [method Vector3.is_equal_approx] для " +"[member position] і [member size]." + +msgid "" +"Returns [code]true[/code] if this bounding box's values are finite, by " +"calling [method Vector3.is_finite] on the [member position] and the [member " +"size]." +msgstr "" +"Повертає [code]true[/code], якщо значення цієї обмежувальної рамки скінченні, " +"шляхом виклику [method Vector3.is_finite] для [member position] і [member " +"size]." + msgid "" "Returns an [AABB] that encloses both this bounding box and [param with] " "around the edges. See also [method encloses]." @@ -5913,6 +7741,40 @@ msgstr "" "Повертає [AABB], який охоплює як цю обмежувальну рамку, так і [param with] по " "краях. Дивіться також [метод містить]." +msgid "" +"The ending point. This is usually the corner on the top-right and back of the " +"bounding box, and is equivalent to [code]position + size[/code]. Setting this " +"point affects the [member size]." +msgstr "" +"Кінцева точка. Зазвичай це кут у верхньому правому куті та задній частині " +"рамки, що еквівалентно [code]позиція + розмір[/code]. Встановлення цієї точки " +"впливає на [розмір члена]." + +msgid "" +"The origin point. This is usually the corner on the bottom-left and forward " +"of the bounding box." +msgstr "" +"Початкова точка. Зазвичай це кут нижнього лівого та переднього кута " +"обмежувальної рамки." + +msgid "" +"The bounding box's width, height, and depth starting from [member position]. " +"Setting this value also affects the [member end] point.\n" +"[b]Note:[/b] It's recommended setting the width, height, and depth to non-" +"negative values. This is because most methods in Godot assume that the " +"[member position] is the bottom-left-forward corner, and the [member end] is " +"the top-right-back corner. To get an equivalent bounding box with non-" +"negative size, use [method abs]." +msgstr "" +"Ширина, висота та глибина обмежувальної рамки, починаючи з [позиції " +"учасника]. Встановлення цього значення також впливає на точку [кінець " +"члена].\n" +" [b]Примітка.[/b] Рекомендується встановлювати невід’ємні значення ширини, " +"висоти та глибини. Це пояснюється тим, що більшість методів у Godot " +"припускають, що [позиція члена] — це нижній лівий задній кут, а [кінець " +"члена] — верхній правий передній кут. Щоб отримати еквівалентну обмежувальну " +"рамку з невід’ємним розміром, використовуйте [method abs]." + msgid "" "Returns [code]true[/code] if the [member position] or [member size] of both " "bounding boxes are not equal.\n" @@ -6213,9 +8075,9 @@ msgstr "" "Цей клас містить контекстну інформацію, необхідну для операцій шифрування та " "дешифрування за допомогою AES (Advanced Encryption Standard). Підтримуються " "режими AES-ECB і AES-CBC.\n" -" [кодові блоки]\n" +" [codeblock]\n" " [gdscript]\n" -" розширює вузол\n" +" extends Node\n" "\n" " var aes = AESContext.new()\n" "\n" @@ -6249,12 +8111,12 @@ msgstr "" " assert(decrypted == data.to_utf8_buffer())\n" " [/gdscript]\n" " [csharp]\n" -" за допомогою Годо;\n" -" за допомогою System.Diagnostics;\n" +" using Godot;\n" +" using System.Diagnostics;\n" "\n" -" публічний частковий клас MyNode : Node\n" +" public partial class MyNode : Node\n" " {\n" -" приватний AesContext _aes = новий AesContext();\n" +" private AesContext _aes = новий AesContext();\n" "\n" " public override void _Ready()\n" " {\n" @@ -6520,6 +8382,35 @@ msgstr "" "і [code]from_end = true[/code], тому дивіться його опис для додаткової " "інформації." +msgid "" +"Sets [member frame] the [member frame_progress] to the given values. Unlike " +"setting [member frame], this method does not reset the [member " +"frame_progress] to [code]0.0[/code] implicitly.\n" +"[b]Example:[/b] Change the animation while keeping the same [member frame] " +"and [member frame_progress]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var current_frame = animated_sprite.get_frame()\n" +"var current_progress = animated_sprite.get_frame_progress()\n" +"animated_sprite.play(\"walk_another_skin\")\n" +"animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Встановлює [member frame] [member frame_progress] на задані значення. На " +"відміну від налаштування [member frame], цей метод не скидає [member " +"frame_progress] до [code]0.0[/code] неявно. \n" +"[b]Приклад: [/b] Змініть анімацію, зберігаючи ті самі [member frame] і " +"[member frame_progress]: \n" +"[codeblocks] \n" +"[gdscript] \n" +"var current_frame = animated_sprite.get_frame() \n" +"var current_progress = animated_sprite.get_frame_progress() \n" +"animated_sprite.play(\"walk_another_skin\") \n" +"animated_sprite.set_frame_and_progress(current_frame, current_progress) \n" +"[/gdscript] \n" +"[/codeblocks]" + msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" @@ -6824,7 +8715,7 @@ msgstr "" "механізмі. Анімації поділені на доріжки, і кожна доріжка має бути пов’язана з " "вузлом. Стан цього вузла можна змінювати з часом, додаючи часові ключі " "(події) до треку.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " # Це створює анімацію, яка змушує вузол «Ворог» рухатися праворуч\n" " # 100 пікселів за 2,0 секунди.\n" @@ -6858,6 +8749,9 @@ msgstr "" msgid "Animation documentation index" msgstr "Індекс анімаційної документації" +msgid "Adds a marker to this Animation." +msgstr "Додає маркер до цієї анімації." + msgid "Adds a track to the Animation." msgstr "Додає доріжку до анімації." @@ -7067,9 +8961,43 @@ msgid "" msgstr "" "Повертає індекс заданої доріжки. Якщо доріжку не знайдено, повертається -1." +msgid "Returns the name of the marker located at the given time." +msgstr "Повертає назву маркера, розташованого в заданий час." + +msgid "Returns the given marker's color." +msgstr "Повертає заданий колір маркера." + +msgid "Returns every marker in this Animation, sorted ascending by time." +msgstr "" +"Повертає кожен маркер у цій анімації, відсортований за зростанням за часом." + +msgid "Returns the given marker's time." +msgstr "Повертає заданий час маркера." + +msgid "" +"Returns the closest marker that comes after the given time. If no such marker " +"exists, an empty string is returned." +msgstr "" +"Повертає найближчий маркер після заданого часу. Якщо такий маркер не існує, " +"повертається порожній рядок." + +msgid "" +"Returns the closest marker that comes before the given time. If no such " +"marker exists, an empty string is returned." +msgstr "" +"Повертає найближчий маркер, який передує вказаному часу. Якщо такий маркер не " +"існує, повертається порожній рядок." + msgid "Returns the amount of tracks in the animation." msgstr "Повертає кількість доріжок в анімації." +msgid "" +"Returns [code]true[/code] if this Animation contains a marker with the given " +"name." +msgstr "" +"Повертає [code]true[/code], якщо ця анімація містить маркер із вказаною " +"назвою." + msgid "Returns the method name of a method track." msgstr "Повертає назву методу доріжки методу." @@ -7080,6 +9008,14 @@ msgstr "" "Повертає значення аргументів, які потрібно викликати на доріжці методів для " "заданого ключа на даній доріжці." +msgid "" +"Optimize the animation and all its tracks in-place. This will preserve only " +"as many keys as are necessary to keep the animation within the specified " +"bounds." +msgstr "" +"Оптимізуйте анімацію та всі її доріжки на місці. Це збереже лише стільки " +"ключів, скільки необхідно для збереження анімації у вказаних межах." + msgid "Inserts a key in a given 3D position track. Returns the key index." msgstr "Вставляє ключ у задану доріжку 3D-розташування. Повертає індекс ключа." @@ -7090,6 +9026,9 @@ msgstr "" "Повертає інтерпольоване значення позиції в заданий час (у секундах). [param " "track_idx] має бути індексом 3D-треку позиції." +msgid "Removes the marker with the given name from this Animation." +msgstr "Видаляє маркер із вказаною назвою з цієї анімації." + msgid "Removes a track by specifying the track index." msgstr "Видаляє доріжку, вказавши її індекс." @@ -7113,6 +9052,9 @@ msgstr "" "Повертає інтерпольоване значення масштабу в заданий час (у секундах). " "Параметр [параметр track_idx] має бути індексом масштабної доріжки 3D." +msgid "Sets the given marker's color." +msgstr "Встановлює заданий колір маркера." + msgid "" "Finds the key index by time in a given track. Optionally, only find it if the " "approx/exact time is given.\n" @@ -7482,6 +9424,10 @@ msgstr "" msgid "Returns the keys for the [Animation]s stored in the library." msgstr "Повертає ключі для [Animation]й, що зберігає(ю)ться у бібліотеці." +msgid "Returns the key count for the [Animation]s stored in the library." +msgstr "" +"Повертає кількість ключів для [Animation], що зберігається в бібліотеці." + msgid "" "Returns [code]true[/code] if the library stores an [Animation] with [param " "name] as the key." @@ -7560,7 +9506,7 @@ msgstr "" "параметра].\n" " AnimationMixer за замовчуванням має глобальну бібліотеку з порожнім рядком " "як ключ. Щоб додати анімацію до глобальної бібліотеки:\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var global_library = mixer.get_animation_library(\"\")\n" " global_library.add_animation(\"назва_анімації\", ресурс_анімації)\n" @@ -7633,6 +9579,170 @@ msgstr "Повертає список збережених ключів бібл msgid "Returns the list of stored animation keys." msgstr "Повертає список збережених ключів анімації." +msgid "" +"Retrieve the motion delta of position with the [member root_motion_track] as " +"a [Vector3] that can be used elsewhere.\n" +"If [member root_motion_track] is not a path to a track of type [constant " +"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n" +"See also [member root_motion_track] and [RootMotionView].\n" +"The most basic example is applying position to [CharacterBody3D]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var current_rotation\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" current_rotation = get_quaternion()\n" +" state_machine.travel(\"Animate\")\n" +" var velocity = current_rotation * animation_tree." +"get_root_motion_position() / delta\n" +" set_velocity(velocity)\n" +" move_and_slide()\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"By using this in combination with [method " +"get_root_motion_rotation_accumulator], you can apply the root motion position " +"more correctly to account for the rotation of the node.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" set_quaternion(get_quaternion() * animation_tree." +"get_root_motion_rotation())\n" +" var velocity = (animation_tree.get_root_motion_rotation_accumulator()." +"inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / " +"delta\n" +" set_velocity(velocity)\n" +" move_and_slide()\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"If [member root_motion_local] is [code]true[/code], return the pre-multiplied " +"translation value with the inverted rotation.\n" +"In this case, the code can be written as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" set_quaternion(get_quaternion() * animation_tree." +"get_root_motion_rotation())\n" +" var velocity = get_quaternion() * animation_tree." +"get_root_motion_position() / delta\n" +" set_velocity(velocity)\n" +" move_and_slide()\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Отримайте дельту руху позиції за допомогою [member root_motion_track] як " +"[Vector3], який можна використовувати деінде. \n" +"Якщо [member root_motion_track] не є шляхом до треку типу [constant Animation." +"TYPE_POSITION_3D], повертає [code]Vector3(0, 0, 0)[/code]. \n" +"Дивіться також [член root_motion_track] і [RootMotionView]. \n" +"Найпростіший приклад — застосування позиції до [CharacterBody3D]: \n" +"[codeblocks] \n" +"[gdscript] \n" +"змінна current_rotation \n" +"\n" +"func _process(delta): \n" +" if Input.is_action_just_pressed(\"animate\"): \n" +" current_rotation = get_quaternion() \n" +" state_machine.travel(\"Анімувати\") \n" +" var velocity = current_rotation * animation_tree." +"get_root_motion_position() / delta \n" +" set_velocity(velocity) \n" +" move_and_slide() \n" +"[/gdscript] \n" +"[/codeblocks] \n" +"Використовуючи це в поєднанні з [методом " +"get_root_motion_rotation_accumulator], ви можете більш правильно застосувати " +"положення кореневого руху для врахування обертання вузла. \n" +"[codeblocks] \n" +"[gdscript] \n" +"func _process(delta): \n" +" if Input.is_action_just_pressed(\"animate\"): \n" +" state_machine.travel(\"Анімувати\") \n" +" set_quaternion(get_quaternion() * animation_tree." +"get_root_motion_rotation()) \n" +" var velocity = (animation_tree.get_root_motion_rotation_accumulator()." +"inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / " +"delta \n" +" set_velocity(velocity) \n" +" move_and_slide() \n" +"[/gdscript] \n" +"[/codeblocks] \n" +"Якщо [member root_motion_local] має значення [code]true[/code], повертає " +"попередньо помножене значення перекладу з інвертованим обертанням. \n" +"У цьому випадку код можна записати наступним чином: \n" +"[codeblocks] \n" +"[gdscript] \n" +"func _process(delta): \n" +" if Input.is_action_just_pressed(\"animate\"): \n" +" state_machine.travel(\"Анімувати\") \n" +" set_quaternion(get_quaternion() * animation_tree." +"get_root_motion_rotation()) \n" +" var velocity = get_quaternion() * animation_tree." +"get_root_motion_position() / delta \n" +" set_velocity(velocity) \n" +" move_and_slide() \n" +"[/gdscript] \n" +"[/codeblocks]" + +msgid "" +"Retrieve the blended value of the position tracks with the [member " +"root_motion_track] as a [Vector3] that can be used elsewhere.\n" +"This is useful in cases where you want to respect the initial key values of " +"the animation.\n" +"For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " +"is played in the previous frame and then an animation with only one key " +"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " +"be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_position_accumulator\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_position_accumulator = animation_tree." +"get_root_motion_position_accumulator()\n" +" var difference = current_root_motion_position_accumulator - " +"prev_root_motion_position_accumulator\n" +" prev_root_motion_position_accumulator = " +"current_root_motion_position_accumulator\n" +" transform.origin += difference\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"Отримує змішане значення доріжок переміщення з [member root_motion_track] як " +"[Vector3], який можна десь використати.\n" +"Це корисно у випадках, коли ви хочете зберегти початкові значення ключів " +"анімації.\n" +"Наприклад, якщо у попередньому кадрі відтворюється анімація з одним ключем " +"[code]Vector3(0, 0, 0)[/code], а у наступному кадрі відтворюється анімація з " +"одним ключем [code]Vector3(1, 0, 1)[/code] то різницю можна обчислити " +"наступним чином:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_position_accumulator: Vector3\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_position_accumulator: Vector3 = animation_tree." +"get_root_motion_position_accumulator()\n" +" var difference: Vector3 = current_root_motion_position_accumulator - " +"prev_root_motion_position_accumulator\n" +" prev_root_motion_position_accumulator = " +"current_root_motion_position_accumulator\n" +" transform.origin += difference\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"Однак, якщо анімація зациклена, може відбутися ненавмисна дискретна зміна, " +"тому це корисно лише для деяких простих випадків використання." + msgid "" "Retrieve the motion delta of rotation with the [member root_motion_track] as " "a [Quaternion] that can be used elsewhere.\n" @@ -7666,6 +9776,158 @@ msgstr "" "[/gdscript]\n" "[/codeblocks]" +msgid "" +"Retrieve the blended value of the rotation tracks with the [member " +"root_motion_track] as a [Quaternion] that can be used elsewhere.\n" +"This is necessary to apply the root motion position correctly, taking " +"rotation into account. See also [method get_root_motion_position].\n" +"Also, this is useful in cases where you want to respect the initial key " +"values of the animation.\n" +"For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" +"code] is played in the previous frame and then an animation with only one key " +"[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the " +"difference can be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_rotation_accumulator\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_rotation_accumulator = animation_tree." +"get_root_motion_rotation_accumulator()\n" +" var difference = prev_root_motion_rotation_accumulator.inverse() * " +"current_root_motion_rotation_accumulator\n" +" prev_root_motion_rotation_accumulator = " +"current_root_motion_rotation_accumulator\n" +" transform.basis *= Basis(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"Отримайте змішане значення доріжок обертання за допомогою [member " +"root_motion_track] як [Quaternion], який можна використовувати деінде.\n" +" Це необхідно для правильного застосування положення руху кореня з " +"урахуванням обертання. Дивіться також [метод get_root_motion_position].\n" +" Крім того, це корисно у випадках, коли потрібно дотримуватися початкових " +"ключових значень анімації.\n" +" Наприклад, якщо в попередньому кадрі відтворюється анімація лише з одним " +"ключем [code]Quaternion(0, 0, 0, 1)[/code], а потім анімація лише з одним " +"ключем [code]Quaternion(0, 0,707, 0, 0,707)[/code] відтворюється в наступному " +"кадрі, різницю можна обчислити наступним чином:\n" +" [codeblock]\n" +" [gdscript]\n" +" var prev_root_motion_rotation_accumulator:\n" +"\n" +" func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Анімувати\")\n" +" var current_root_motion_rotation_accumulator: Quaternion = " +"animation_tree.get_root_motion_rotation_accumulator()\n" +" змінна різниця: Quaternion = prev_root_motion_rotation_accumulator." +"inverse() * current_root_motion_rotation_accumulator\n" +" prev_root_motion_rotation_accumulator = " +"current_root_motion_rotation_accumulator\n" +" transform.basis *= Основа (різниця)\n" +" [/gdscript]\n" +" [/codeblocks]\n" +" Однак, якщо анімація повторюється, може статися ненавмисна дискретна зміна, " +"тому це корисно лише для деяких простих випадків використання." + +msgid "" +"Retrieve the motion delta of scale with the [member root_motion_track] as a " +"[Vector3] that can be used elsewhere.\n" +"If [member root_motion_track] is not a path to a track of type [constant " +"Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n" +"See also [member root_motion_track] and [RootMotionView].\n" +"The most basic example is applying scale to [CharacterBody3D]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var current_scale = Vector3(1, 1, 1)\n" +"var scale_accum = Vector3(1, 1, 1)\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" current_scale = get_scale()\n" +" scale_accum = Vector3(1, 1, 1)\n" +" state_machine.travel(\"Animate\")\n" +" scale_accum += animation_tree.get_root_motion_scale()\n" +" set_scale(current_scale * scale_accum)\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Отримує дельту маштабування з [member root_motion_track] як [Vector3] який " +"можна десь використати.\n" +"Якщо [member root_motion_track] не є шляхом до доріжки типу [constant " +"Animation.TYPE_SCALE_3D], повертає [code]Vector3(0, 0, 0)[/code].\n" +"Дивіться також [member root_motion_track] і [RootMotionView].\n" +"Найпростішим прикладом є застосування масштабування до [CharacterBody3D]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var current_scale: Vector3 = Vector3(1, 1, 1)\n" +"var scale_accum: Vector3 = Vector3(1, 1, 1)\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" current_scale = get_scale()\n" +" scale_accum = Vector3(1, 1, 1)\n" +" state_machine.travel(\"Animate\")\n" +" scale_accum += animation_tree.get_root_motion_scale()\n" +" set_scale(current_scale * scale_accum)\n" +"[/gdscript]\n" +"[/codeblocks]" + +msgid "" +"Retrieve the blended value of the scale tracks with the [member " +"root_motion_track] as a [Vector3] that can be used elsewhere.\n" +"For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " +"is played in the previous frame and then an animation with only one key " +"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can " +"be calculated as follows:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_scale_accumulator\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_scale_accumulator = animation_tree." +"get_root_motion_scale_accumulator()\n" +" var difference = current_root_motion_scale_accumulator - " +"prev_root_motion_scale_accumulator\n" +" prev_root_motion_scale_accumulator = " +"current_root_motion_scale_accumulator\n" +" transform.basis = transform.basis.scaled(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"However, if the animation loops, an unintended discrete change may occur, so " +"this is only useful for some simple use cases." +msgstr "" +"Отримує змішане значення доріжок масштабування з [member root_motion_track] " +"як [Vector3] який можна десь використати.\n" +"Наприклад, якщо у попередньому кадрі відтворено анімацію з ключем " +"[code]Vector3(1, 1, 1)[/code], а в наступному з ключем [code]Vector3(2, 2, 2)" +"[/code], то різницю можна вирахувати наступним чином:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var prev_root_motion_scale_accumulator: Vector3\n" +"\n" +"func _process(delta):\n" +" if Input.is_action_just_pressed(\"animate\"):\n" +" state_machine.travel(\"Animate\")\n" +" var current_root_motion_scale_accumulator: Vector3 = animation_tree." +"get_root_motion_scale_accumulator()\n" +" var difference: Vector3 = current_root_motion_scale_accumulator - " +"prev_root_motion_scale_accumulator\n" +" prev_root_motion_scale_accumulator = " +"current_root_motion_scale_accumulator\n" +" transform.basis = transform.basis.scaled(difference)\n" +"[/gdscript]\n" +"[/codeblocks]\n" +"Однак, якщо анімація зациклена, може статися ненавмисна дискретна зміна, тому " +"це корисно лише для деяких простих випадків використання." + msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an [Animation] with " "key [param name]." @@ -7792,6 +10054,15 @@ msgstr "" "оскільки зміни у сцені не будуть збережені, доки вони встановлені в анімації " "скидання." +msgid "" +"If [code]true[/code], [method get_root_motion_position] value is extracted as " +"a local translation value before blending. In other words, it is treated like " +"the translation is done after the rotation." +msgstr "" +"Якщо [code]true[/code], значення [method get_root_motion_position] " +"витягується як значення локального перекладу перед змішуванням. Іншими " +"словами, це трактується так, ніби переклад виконується після обертання." + msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " @@ -7909,6 +10180,64 @@ msgstr "" "UPDATE_CAPTURE] і значень доріжки [constant Animation.UPDATE_DISCRETE]. Це " "типова поведінка для [AnimationPlayer]." +msgid "" +"Always treat the [constant Animation.UPDATE_DISCRETE] track value as " +"[constant Animation.UPDATE_CONTINUOUS] with [constant Animation." +"INTERPOLATION_NEAREST]. This is the default behavior for [AnimationTree].\n" +"If a value track has un-interpolatable type key values, it is internally " +"converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with " +"[constant Animation.UPDATE_DISCRETE].\n" +"Un-interpolatable type list:\n" +"- [constant @GlobalScope.TYPE_NIL]\n" +"- [constant @GlobalScope.TYPE_NODE_PATH]\n" +"- [constant @GlobalScope.TYPE_RID]\n" +"- [constant @GlobalScope.TYPE_OBJECT]\n" +"- [constant @GlobalScope.TYPE_CALLABLE]\n" +"- [constant @GlobalScope.TYPE_SIGNAL]\n" +"- [constant @GlobalScope.TYPE_DICTIONARY]\n" +"- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n" +"[constant @GlobalScope.TYPE_BOOL] and [constant @GlobalScope.TYPE_INT] are " +"treated as [constant @GlobalScope.TYPE_FLOAT] during blending and rounded " +"when the result is retrieved.\n" +"It is same for arrays and vectors with them such as [constant @GlobalScope." +"TYPE_PACKED_INT32_ARRAY] or [constant @GlobalScope.TYPE_VECTOR2I], they are " +"treated as [constant @GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant " +"@GlobalScope.TYPE_VECTOR2]. Also note that for arrays, the size is also " +"interpolated.\n" +"[constant @GlobalScope.TYPE_STRING] and [constant @GlobalScope." +"TYPE_STRING_NAME] are interpolated between character codes and lengths, but " +"note that there is a difference in algorithm between interpolation between " +"keys and interpolation by blending." +msgstr "" +"Завжди обробляйте значення доріжки [constant Animation.UPDATE_DISCRETE] як " +"[constant Animation.UPDATE_CONTINUOUS] із [constant Animation." +"INTERPOLATION_NEAREST]. Це стандартна поведінка для [AnimationTree]. \n" +"Якщо трек значень має неінтерполяційні ключові значення типу, він внутрішньо " +"перетворюється на використання [константи " +"ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] із [константою Animation." +"UPDATE_DISCRETE]. \n" +"Список типів, що не підлягають інтерполяції: \n" +"- [постійний @GlobalScope.TYPE_NIL] \n" +"- [постійний @GlobalScope.TYPE_NODE_PATH] \n" +"- [константа @GlobalScope.TYPE_RID] \n" +"- [константа @GlobalScope.TYPE_OBJECT] \n" +"- [константа @GlobalScope.TYPE_CALLABLE] \n" +"- [постійний @GlobalScope.TYPE_SIGNAL] \n" +"- [постійний @GlobalScope.TYPE_DICTIONARY] \n" +"- [константа @GlobalScope.TYPE_PACKED_BYTE_ARRAY] \n" +"[константа @GlobalScope.TYPE_BOOL] і [константа @GlobalScope.TYPE_INT] " +"розглядаються як [константа @GlobalScope.TYPE_FLOAT] під час змішування та " +"округлюються під час отримання результату. \n" +"Те ж саме для масивів і векторів з ними, наприклад [константа @GlobalScope." +"TYPE_PACKED_INT32_ARRAY] або [константа @GlobalScope.TYPE_VECTOR2I], вони " +"обробляються як [константа @GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] або " +"[константа @GlobalScope.TYPE_VECTOR2]. Також зауважте, що для масивів розмір " +"також інтерполюється. \n" +"[константа @GlobalScope.TYPE_STRING] і [константа @GlobalScope." +"TYPE_STRING_NAME] інтерполюються між кодами символів і довжиною, але " +"зауважте, що існує різниця в алгоритмі між інтерполяцією між ключами та " +"інтерполяцією шляхом змішування." + msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "Базовий клас для вузлів [AnimationTree]. Не стосується вузлів сцени." @@ -7942,7 +10271,7 @@ msgstr "" "вузлів, крім [AnimationNodeOutput].\n" " [b]Примітка:[/b] Якщо в [AnimationNode] існує кілька вхідних даних, яка " "інформація про час матиме пріоритет, залежить від типу [AnimationNode].\n" -" [кодовий блок]\n" +" [codeblock]\n" " var current_length = $AnimationTree[parameters/AnimationNodeName/" "current_length]\n" " var current_position = $AnimationTree[parameters/AnimationNodeName/" @@ -8117,6 +10446,27 @@ msgstr "" "використовується для ваших вузлів анімації, оскільки ресурс можна повторно " "використовувати в кількох деревах." +msgid "" +"Returns the object id of the [AnimationTree] that owns this node.\n" +"[b]Note:[/b] This method should only be called from within the [method " +"AnimationNodeExtension._process_animation_node] method, and will return an " +"invalid id otherwise." +msgstr "" +"Повертає ідентифікатор об’єкта [AnimationTree], якому належить цей вузол. \n" +"[b]Примітка.[/b] Цей метод слід викликати лише з методу [method " +"AnimationNodeExtension._process_animation_node], інакше він поверне недійсний " +"ідентифікатор." + +msgid "Returns [code]true[/code] if the given path is filtered." +msgstr "Повертає [code]true[/code], якщо заданий шлях відфільтровано." + +msgid "" +"Returns [code]true[/code] if this animation node is being processed in test-" +"only mode." +msgstr "" +"Повертає [code]true[/code], якщо цей вузол анімації обробляється лише в " +"тестовому режимі." + msgid "Removes an input, call this only when inactive." msgstr "Видаляє вхід, робіть виклик лише коли він неактивний." @@ -8249,6 +10599,17 @@ msgstr "" msgid "3D Platformer Demo" msgstr "Демонстрація 3D-платформера" +msgid "" +"If [code]true[/code], on receiving a request to play an animation from the " +"start, the first frame is not drawn, but only processed, and playback starts " +"from the next frame.\n" +"See also the notes of [method AnimationPlayer.play]." +msgstr "" +"Якщо [code]true[/code], після отримання запиту на відтворення анімації з " +"початку перший кадр не малюється, а лише обробляється, і відтворення " +"починається з наступного кадру. \n" +"Дивіться також примітки до [методу AnimationPlayer.play]." + msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." @@ -8683,6 +11044,73 @@ msgstr "Вхідні та вихідні вузли однакові." msgid "The specified connection already exists." msgstr "Зазначене з'єднання вже існує." +msgid "Base class for extending [AnimationRootNode]s from GDScript, C#, or C++." +msgstr "Базовий клас для розширення [AnimationRootNode] з GDScript, C# або C++." + +msgid "" +"[AnimationNodeExtension] exposes the APIs of [AnimationRootNode] to allow " +"users to extend it from GDScript, C#, or C++. This class is not meant to be " +"used directly, but to be extended by other classes. It is used to create " +"custom nodes for the [AnimationTree] system." +msgstr "" +"[AnimationNodeExtension] надає API [AnimationRootNode], щоб дозволити " +"користувачам розширювати його з GDScript, C# або C++. Цей клас не призначений " +"для безпосереднього використання, а для розширення іншими класами. Він " +"використовується для створення спеціальних вузлів для системи [AnimationTree]." + +msgid "" +"A version of the [method AnimationNode._process] method that is meant to be " +"overridden by custom nodes. It returns a [PackedFloat32Array] with the " +"processed animation data.\n" +"The [PackedFloat64Array] parameter contains the playback information, " +"containing the following values encoded as floating point numbers (in order): " +"playback time and delta, start and end times, whether a seek was requested " +"(encoded as a float greater than [code]0[/code]), whether the seek request " +"was externally requested (encoded as a float greater than [code]0[/code]), " +"the current [enum Animation.LoopedFlag] (encoded as a float), and the current " +"blend weight.\n" +"The function must return a [PackedFloat32Array] of the node's time info, " +"containing the following values (in order): animation length, time position, " +"delta, [enum Animation.LoopMode] (encoded as a float), whether the animation " +"is about to end (encoded as a float greater than [code]0[/code]) and whether " +"the animation is infinite (encoded as a float greater than [code]0[/code]). " +"All values must be included in the returned array." +msgstr "" +"Версія методу [method AnimationNode._process], призначена для перевизначення " +"користувацькими вузлами. Він повертає [PackedFloat32Array] з обробленими " +"даними анімації. \n" +"Параметр [PackedFloat64Array] містить інформацію про відтворення, що містить " +"такі значення, закодовані як числа з плаваючою комою (у порядку): час " +"відтворення та дельта, час початку та завершення, чи був запит на пошук " +"(закодований як число з плаваючою точкою, більше ніж [code]0[/code]), чи був " +"запит на пошук іззовні (закодований як число з плаваючою точкою, більше ніж " +"[code]0[/code]), поточний [enum Animation.LoopedFlag] (закодований як float) " +"і поточна вага змішування. \n" +"Функція має повертати [PackedFloat32Array] інформації про час вузла, що " +"містить такі значення (за порядком): тривалість анімації, позиція часу, " +"дельта, [enum Animation.LoopMode] (закодована як число з плаваючою точкою), " +"чи завершується анімація (закодовано як число з плаваючою речовиною, більше " +"за [code]0[/code]) і чи є анімація нескінченною (закодовано як число з " +"плаваючою речовиною). більше [code]0[/code]). Усі значення мають бути " +"включені до поверненого масиву." + +msgid "" +"Returns the animation's remaining time for the given node info. For looping " +"animations, it will only return the remaining time if [param break_loop] is " +"[code]true[/code], a large integer value will be returned otherwise." +msgstr "" +"Повертає час анімації, що залишився, для даної інформації вузла. Для " +"циклічної анімації він повертатиме час, що залишився, лише якщо [параметр " +"break_loop] має значення [code]true[/code], інакше повертатиметься велике " +"ціле значення." + +msgid "" +"Returns [code]true[/code] if the animation for the given [param node_info] is " +"looping." +msgstr "" +"Повертає [code]true[/code], якщо анімація для даного [param node_info] " +"повторюється." + msgid "Plays an animation once in an [AnimationNodeBlendTree]." msgstr "Відтворює анімацію один раз у [AnimationNodeBlendTree]." @@ -8842,6 +11270,13 @@ msgstr "" "Якщо [code]true[/code], розриває цикл у кінці циклу цикла для переходу, " "навіть якщо анімація повторюється." +msgid "" +"Determines how cross-fading between animations is eased. If empty, the " +"transition will be linear. Should be a unit [Curve]." +msgstr "" +"Визначає, як зменшується перехресне затухання між анімаціями. Якщо пусте, " +"перехід буде лінійним. Має бути одиницею [Крива]." + msgid "" "The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 0 second and " @@ -8921,6 +11356,41 @@ msgstr "" "Кінцевий автомат із кількома [AnimationRootNode], який використовує " "[AnimationTree]." +msgid "" +"Contains multiple [AnimationRootNode]s representing animation states, " +"connected in a graph. State transitions can be configured to happen " +"automatically or via code, using a shortest-path algorithm. Retrieve the " +"[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " +"control it programmatically.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var state_machine = $AnimationTree.get(\"parameters/playback\")\n" +"state_machine.travel(\"some_state\")\n" +"[/gdscript]\n" +"[csharp]\n" +"var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" +"playback\") as AnimationNodeStateMachinePlayback;\n" +"stateMachine.Travel(\"some_state\");\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Містить кілька [AnimationRootNode], що представляють стани анімації, з’єднані " +"в графі. Переміни між станами можна налаштувати так, щоб вони відбувалися " +"автоматично або за допомогою коду за допомогою алгоритму найкоротшого шляху. " +"Отримайте об’єкт [AnimationNodeStateMachinePlayback] із вузла " +"[AnimationTree], щоб керувати ним програмно.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var state_machine = $AnimationTree.get(\"параметри/відтворення\")\n" +"state_machine.travel(\"якийсь_стан\")\n" +"[/gdscript]\n" +"[csharp]\n" +"var stateMachine = GetNode(\"AnimationTree\").Get(\"параметри/" +"відтворення\") як AnimationNodeStateMachinePlayback;\n" +"stateMachine.Travel(\"якийсь_стан\");\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Adds a new animation node to the graph. The [param position] is used for " "display in the editor." @@ -9063,6 +11533,37 @@ msgstr "" msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "Забезпечує керування відтворенням для [AnimationNodeStateMachine]." +msgid "" +"Allows control of [AnimationTree] state machines created with " +"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree." +"get(\"parameters/playback\")[/code].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var state_machine = $AnimationTree.get(\"parameters/playback\")\n" +"state_machine.travel(\"some_state\")\n" +"[/gdscript]\n" +"[csharp]\n" +"var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" +"playback\").As();\n" +"stateMachine.Travel(\"some_state\");\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Дозволяє контролювати автомати стану [AnimationTree], створені за допомогою " +"[AnimationNodeStateMachine]. Отримати за допомогою [code]$AnimationTree." +"get(\"parameters/playback\")[/code]. \n" +"[codeblocks] \n" +"[gdscript] \n" +"var state_machine = $AnimationTree.get(\"параметри/відтворення\") \n" +"state_machine.travel(\"якийсь_стан\") \n" +"[/gdscript] \n" +"[csharp] \n" +"var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" +"playback\").As();\n" +"stateMachine.Travel(\"якийсь_стан\"); \n" +"[/csharp] \n" +"[/codeblocks]" + msgid "" "Returns the current state length.\n" "[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well " @@ -9197,6 +11698,17 @@ msgstr "" "гнучкість у створенні складних машин станів, безпосередньо взаємодіючи з " "кодом скрипту." +msgid "" +"Determines whether the transition should be disabled, enabled when using " +"[method AnimationNodeStateMachinePlayback.travel], or traversed automatically " +"if the [member advance_condition] and [member advance_expression] checks are " +"[code]true[/code] (if assigned)." +msgstr "" +"Визначає, чи слід вимкнути перехід, увімкнути його під час використання " +"[методу AnimationNodeStateMachinePlayback.travel] або обійти автоматично, " +"якщо перевірки [member advance_condition] і [member advance_expression] мають " +"значення [code]true[/code] (якщо призначено)." + msgid "" "Lower priority transitions are preferred when travelling through the tree via " "[method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is " @@ -9216,6 +11728,13 @@ msgstr "" msgid "The transition type." msgstr "Тип переходу." +msgid "" +"Ease curve for better control over cross-fade between this state and the " +"next. Should be a unit [Curve]." +msgstr "" +"Крива полегшення для кращого контролю над затуханням між цим станом і " +"наступним. Має бути одиницею [Крива]." + msgid "" "The time to cross-fade between this state and the next.\n" "[b]Note:[/b] [AnimationNodeStateMachine] transitions the current state " @@ -9266,6 +11785,14 @@ msgstr "" "Використовувати цей перехід лише під час [method " "AnimationNodeStateMachinePlayback.travel]." +msgid "" +"Automatically use this transition if the [member advance_condition] and " +"[member advance_expression] checks are [code]true[/code] (if assigned)." +msgstr "" +"Автоматично використовувати цей перехід, якщо перевірки [member " +"advance_condition] і [member advance_expression] мають значення [code]true[/" +"code] (якщо призначено)." + msgid "" "Blends two animations subtractively inside of an [AnimationNodeBlendTree]." msgstr "Субтрактивно поєднує дві анімації всередині [AnimationNodeBlendTree]." @@ -9367,7 +11894,7 @@ msgstr "" " Після встановлення часу та зміни відтворення анімації вузол пошуку часу " "автоматично переходить у режим сну на наступному кадрі процесу, встановлюючи " "для значення [code]seek_request[/code] значення [code]-1.0[/code].\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " # Відтворення дитячої анімації з самого початку.\n" " animation_tree.set(\"параметри/TimeSeek/seek_request\", 0.0)\n" @@ -9388,6 +11915,14 @@ msgstr "" " [/csharp]\n" " [/codeblocks]" +msgid "" +"If [code]true[/code], some processes are executed to handle keys between " +"seeks, such as calculating root motion and finding the nearest discrete key." +msgstr "" +"Якщо [code]true[/code], деякі процеси виконуються для обробки ключів між " +"пошуками, такі як обчислення кореневого руху та пошук найближчого дискретного " +"ключа." + msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s." msgstr "Перехід у [AnimationTree], що з’єднує два [AnimationNode]." @@ -9441,7 +11976,7 @@ msgstr "" " [b]Примітка.[/b] Під час використання крос-фейду [code]current_state[/code] " "і [code]current_index[/code] змінюються на наступний стан одразу після " "початку крос-фейду.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " # Відтворення дочірньої анімації, підключеної до порту \"state_2\".\n" " animation_tree.set(\"parameters/Transition/transition_request\", " @@ -9615,6 +12150,17 @@ msgstr "Натомість використовуйте [member AnimationMixer.r msgid "Returns the node which node path references will travel from." msgstr "Повертає вузол, з якого будуть проходити посилання на шлях вузла." +msgid "Returns the end time of the section currently being played." +msgstr "Повертає час закінчення розділу, який зараз відтворюється." + +msgid "Returns the start time of the section currently being played." +msgstr "Повертає час початку розділу, який зараз відтворюється." + +msgid "" +"Returns [code]true[/code] if an animation is currently playing with section." +msgstr "" +"Повертає [code]true[/code], якщо анімація зараз відтворюється з розділом." + msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " @@ -9663,6 +12209,62 @@ msgstr "" "вони можуть бути оновлені занадто рано. Щоб виконати оновлення негайно, " "викличте [code]advance(0)[/code]." +msgid "" +"Plays the animation with key [param name] and the section starting from " +"[param start_time] and ending on [param end_time]. See also [method play].\n" +"Setting [param start_time] to a value outside the range of the animation " +"means the start of the animation will be used instead, and setting [param " +"end_time] to a value outside the range of the animation means the end of the " +"animation will be used instead. [param start_time] cannot be equal to [param " +"end_time]." +msgstr "" +"Відтворює анімацію з ключем [param name] і розділом, починаючи з [param " +"start_time] і закінчуючи [param end_time]. Дивіться також [метод гри]. \n" +"Встановлення [param start_time] значення поза межами діапазону анімації " +"означає, що замість цього буде використано початок анімації, а встановлення " +"[param end_time] значення поза діапазоном анімації означає, що замість цього " +"буде використано кінець анімації. [param start_time] не може дорівнювати " +"[param end_time]." + +msgid "" +"Plays the animation with key [param name] and the section starting from " +"[param start_time] and ending on [param end_time] in reverse.\n" +"This method is a shorthand for [method play_section] with [code]custom_speed " +"= -1.0[/code] and [code]from_end = true[/code], see its description for more " +"information." +msgstr "" +"Відтворює анімацію з ключем [param name] і розділом, починаючи з [param " +"start_time] і закінчуючи [param end_time] у зворотному порядку. \n" +"Цей метод є скороченням для [method play_section] з [code]custom_speed = " +"-1.0[/code] і [code]from_end = true[/code], див. його опис для отримання " +"додаткової інформації." + +msgid "" +"Plays the animation with key [param name] and the section starting from " +"[param start_marker] and ending on [param end_marker].\n" +"If the start marker is empty, the section starts from the beginning of the " +"animation. If the end marker is empty, the section ends on the end of the " +"animation. See also [method play]." +msgstr "" +"Відтворює анімацію з ключем [param name] і розділом, що починається від " +"[param start_marker] і закінчується на [param end_marker]. \n" +"Якщо маркер початку порожній, розділ починається з початку анімації. Якщо " +"маркер кінця порожній, розділ закінчується в кінці анімації. Дивіться також " +"[метод гри]." + +msgid "" +"Plays the animation with key [param name] and the section starting from " +"[param start_marker] and ending on [param end_marker] in reverse.\n" +"This method is a shorthand for [method play_section_with_markers] with " +"[code]custom_speed = -1.0[/code] and [code]from_end = true[/code], see its " +"description for more information." +msgstr "" +"Відтворює анімацію з ключем [param name] і секцією, що починається від [param " +"start_marker] і закінчується на [param end_marker] у зворотному порядку. \n" +"Цей метод є скороченням для [method play_section_with_markers] з " +"[code]custom_speed = -1.0[/code] і [code]from_end = true[/code], див. його " +"опис для отримання додаткової інформації." + msgid "" "See also [method AnimationMixer.capture].\n" "You can use this method to use more detailed options for capture than those " @@ -9687,9 +12289,9 @@ msgstr "" "параметри захоплення, ніж ті, які виконує [member playback_auto_capture]. " "Коли [member playback_auto_capture] має значення [code]false[/code], цей " "метод майже такий самий, як і наступний:\n" -" [кодовий блок]\n" +" [codeblock]\n" " capture(name, duration, trans_type, ease_type)\n" -" відтворити (назва, custom_blend, custom_speed, from_end)\n" +" play (name, custom_blend, custom_speed, from_end)\n" " [/codeblock]\n" " Якщо [ім’я параметра] порожнє, воно визначає [member assigned_animation].\n" " Якщо [param duration] є від’ємним значенням, тривалість встановлюється на " @@ -9711,6 +12313,9 @@ msgstr "" " [b]Примітка.[/b] Якщо зараз відтворюється зациклена анімацію, анімація, яка " "стоїть у черзі, ніколи не відтворюватиметься, якщо її якось не зупинити." +msgid "Resets the current section if section is set." +msgstr "Скидає поточний розділ, якщо розділ встановлено." + msgid "" "Seeks the animation to the [param seconds] point in time (in seconds). If " "[param update] is [code]true[/code], the animation updates too, otherwise it " @@ -9748,6 +12353,28 @@ msgstr "Встановлює сповіщення процесу для онов msgid "Sets the node which node path references will travel from." msgstr "Встановлює вузол, з якого переходитимуть посилання на шлях вузла." +msgid "" +"Changes the start and end times of the section being played. The current " +"playback position will be clamped within the new section. See also [method " +"play_section]." +msgstr "" +"Змінює час початку та закінчення відтворюваного розділу. Поточне положення " +"відтворення буде зафіксовано в новому розділі. Дивіться також [method " +"play_section]." + +msgid "" +"Changes the start and end markers of the section being played. The current " +"playback position will be clamped within the new section. See also [method " +"play_section_with_markers].\n" +"If the argument is empty, the section uses the beginning or end of the " +"animation. If both are empty, it means that the section is not set." +msgstr "" +"Змінює маркери початку та кінця розділу, що відтворюється. Поточне положення " +"відтворення буде зафіксовано в новому розділі. Дивіться також [метод " +"play_section_with_markers]. \n" +"Якщо аргумент порожній, розділ використовує початок або кінець анімації. Якщо " +"обидва порожні, це означає, що розділ не встановлено." + msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" @@ -10234,6 +12861,42 @@ msgstr "" "Випромінюється, коли отримана [param area] виходить з цієї області. Потребує, " "щоб [member monitoring] було встановлено на [code]true[/code]." +msgid "" +"Emitted when a [Shape2D] of the received [param area] enters a shape of this " +"area. Requires [member monitoring] to be set to [code]true[/code].\n" +"[param local_shape_index] and [param area_shape_index] contain indices of the " +"interacting shapes from this area and the other area, respectively. [param " +"area_rid] contains the [RID] of the other area. These values can be used with " +"the [PhysicsServer2D].\n" +"[b]Example:[/b] Get the [CollisionShape2D] node from the shape index:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var other_shape_owner = area.shape_find_owner(area_shape_index)\n" +"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" +"\n" +"var local_shape_owner = shape_find_owner(local_shape_index)\n" +"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Видається, коли [Shape2D] отриманої [param area] входить у форму цієї " +"області. Для параметра [контроль учасників] потрібно встановити значення " +"[code]true[/code]. \n" +"[param local_shape_index] і [param area_shape_index] містять індекси " +"взаємодіючих фігур з цієї та іншої області відповідно. [param area_rid] " +"містить [RID] іншої області. Ці значення можна використовувати з " +"[PhysicsServer2D]. \n" +"[b]Приклад:[/b] Отримайте вузол [CollisionShape2D] з індексу форми: \n" +"[codeblocks] \n" +"[gdscript] \n" +"var other_shape_owner = area.shape_find_owner(area_shape_index) \n" +"var other_shape_node = area.shape_owner_get_owner(other_shape_owner) \n" +"\n" +"var local_shape_owner = shape_find_owner(local_shape_index) \n" +"var local_shape_node = shape_owner_get_owner(local_shape_owner) \n" +"[/gdscript] \n" +"[/codeblocks]" + msgid "" "Emitted when a [Shape2D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -10266,6 +12929,45 @@ msgstr "" "їхній [TileSet] має сконфігуровані форми зіткнення. Вимагає, щоб для [member " "monitoring] було встановлено значення [code]true[/code]." +msgid "" +"Emitted when a [Shape2D] of the received [param body] enters a shape of this " +"area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " +"detected if their [TileSet] has collision shapes configured. Requires [member " +"monitoring] to be set to [code]true[/code].\n" +"[param local_shape_index] and [param body_shape_index] contain indices of the " +"interacting shapes from this area and the interacting body, respectively. " +"[param body_rid] contains the [RID] of the body. These values can be used " +"with the [PhysicsServer2D].\n" +"[b]Example:[/b] Get the [CollisionShape2D] node from the shape index:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var body_shape_owner = body.shape_find_owner(body_shape_index)\n" +"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" +"\n" +"var local_shape_owner = shape_find_owner(local_shape_index)\n" +"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Випускається, коли [Shape2D] отриманого [param body] входить у форму цієї " +"області. [param body] може бути [PhysicsBody2D] або [TileMap]. [TileMap] " +"виявляються, якщо для їх [TileSet] налаштовано форми зіткнення. Для параметра " +"[контроль учасників] потрібно встановити значення [code]true[/code]. \n" +"[param local_shape_index] і [param body_shape_index] містять індекси " +"взаємодіючих форм із цієї області та взаємодіючого тіла відповідно. [param " +"body_rid] містить [RID] тіла. Ці значення можна використовувати з " +"[PhysicsServer2D]. \n" +"[b]Приклад:[/b] Отримайте вузол [CollisionShape2D] з індексу форми: \n" +"[codeblocks] \n" +"[gdscript] \n" +"var body_shape_owner = body.shape_find_owner(body_shape_index) \n" +"var body_shape_node = body.shape_owner_get_owner(body_shape_owner) \n" +"\n" +"var local_shape_owner = shape_find_owner(local_shape_index) \n" +"var local_shape_node = shape_owner_get_owner(local_shape_owner) \n" +"[/gdscript] \n" +"[/codeblocks]" + msgid "" "Emitted when a [Shape2D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " @@ -10574,6 +13276,42 @@ msgstr "" "[b]Примітка:[/b] Ця сила вітру застосовується тільки до вузлів [SoftBody3D]. " "Інші фізико-фізичні органи в даний час не впливають на вітер." +msgid "" +"Emitted when a [Shape3D] of the received [param area] enters a shape of this " +"area. Requires [member monitoring] to be set to [code]true[/code].\n" +"[param local_shape_index] and [param area_shape_index] contain indices of the " +"interacting shapes from this area and the other area, respectively. [param " +"area_rid] contains the [RID] of the other area. These values can be used with " +"the [PhysicsServer3D].\n" +"[b]Example:[/b] Get the [CollisionShape3D] node from the shape index:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var other_shape_owner = area.shape_find_owner(area_shape_index)\n" +"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" +"\n" +"var local_shape_owner = shape_find_owner(local_shape_index)\n" +"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Випромінюється, коли [Shape3D] отриманої [param area] входить у форму цієї " +"області. Для параметра [контроль учасників] потрібно встановити значення " +"[code]true[/code]. \n" +"[param local_shape_index] і [param area_shape_index] містять індекси " +"взаємодіючих фігур з цієї та іншої області відповідно. [param area_rid] " +"містить [RID] іншої області. Ці значення можна використовувати з " +"[PhysicsServer3D]. \n" +"[b]Приклад:[/b] Отримайте вузол [CollisionShape3D] з індексу форми: \n" +"[codeblocks] \n" +"[gdscript] \n" +"var other_shape_owner = area.shape_find_owner(area_shape_index) \n" +"var other_shape_node = area.shape_owner_get_owner(other_shape_owner) \n" +"\n" +"var local_shape_owner = shape_find_owner(local_shape_index) \n" +"var local_shape_node = shape_owner_get_owner(local_shape_owner) \n" +"[/gdscript] \n" +"[/codeblocks]" + msgid "" "Emitted when a [Shape3D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -10606,6 +13344,46 @@ msgstr "" "якщо їхня [MeshLibrary] має налаштовані форми зіткнень. Потребує, щоб для " "параметра [member monitoring] було встановлено значення [code]true[/code]." +msgid "" +"Emitted when a [Shape3D] of the received [param body] enters a shape of this " +"area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " +"detected if their [MeshLibrary] has collision shapes configured. Requires " +"[member monitoring] to be set to [code]true[/code].\n" +"[param local_shape_index] and [param body_shape_index] contain indices of the " +"interacting shapes from this area and the interacting body, respectively. " +"[param body_rid] contains the [RID] of the body. These values can be used " +"with the [PhysicsServer3D].\n" +"[b]Example:[/b] Get the [CollisionShape3D] node from the shape index:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var body_shape_owner = body.shape_find_owner(body_shape_index)\n" +"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" +"\n" +"var local_shape_owner = shape_find_owner(local_shape_index)\n" +"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Випускається, коли [Shape3D] отриманого [param body] входить у форму цієї " +"області. [param body] може бути [PhysicsBody3D] або [GridMap]. [GridMap] " +"виявляються, якщо в їхній [MeshLibrary] налаштовано форми зіткнення. Для " +"параметра [контроль учасників] потрібно встановити значення [code]true[/" +"code]. \n" +"[param local_shape_index] і [param body_shape_index] містять індекси " +"взаємодіючих форм із цієї області та взаємодіючого тіла відповідно. [param " +"body_rid] містить [RID] тіла. Ці значення можна використовувати з " +"[PhysicsServer3D]. \n" +"[b]Приклад:[/b] Отримайте вузол [CollisionShape3D] з індексу форми: \n" +"[codeblocks] \n" +"[gdscript] \n" +"var body_shape_owner = body.shape_find_owner(body_shape_index) \n" +"var body_shape_node = body.shape_owner_get_owner(body_shape_owner) \n" +"\n" +"var local_shape_owner = shape_find_owner(local_shape_index) \n" +"var local_shape_node = shape_owner_get_owner(local_shape_owner) \n" +"[/gdscript] \n" +"[/codeblocks]" + msgid "" "Emitted when a [Shape3D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " @@ -10623,6 +13401,87 @@ msgstr "" msgid "A built-in data structure that holds a sequence of elements." msgstr "Вбудована структура даних, яка містить послідовність елементів." +msgid "" +"An array data structure that can contain a sequence of elements of any " +"[Variant] type. Elements are accessed by a numerical index starting at " +"[code]0[/code]. Negative indices are used to count from the back ([code]-1[/" +"code] is the last element, [code]-2[/code] is the second to last, etc.).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var array = [\"First\", 2, 3, \"Last\"]\n" +"print(array[0]) # Prints \"First\"\n" +"print(array[2]) # Prints 3\n" +"print(array[-1]) # Prints \"Last\"\n" +"\n" +"array[1] = \"Second\"\n" +"print(array[1]) # Prints \"Second\"\n" +"print(array[-3]) # Prints \"Second\"\n" +"[/gdscript]\n" +"[csharp]\n" +"Godot.Collections.Array array = [\"First\", 2, 3, \"Last\"];\n" +"GD.Print(array[0]); // Prints \"First\"\n" +"GD.Print(array[2]); // Prints 3\n" +"GD.Print(array[^1]); // Prints \"Last\"\n" +"\n" +"array[1] = \"Second\";\n" +"GD.Print(array[1]); // Prints \"Second\"\n" +"GD.Print(array[^3]); // Prints \"Second\"\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Arrays are always passed by [b]reference[/b]. To get a copy of " +"an array that can be modified independently of the original array, use " +"[method duplicate].\n" +"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " +"supported and will result in unpredictable behavior.\n" +"[b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] " +"Packed arrays are generally faster to iterate on and modify compared to a " +"typed array of the same type (e.g. [PackedInt64Array] versus [code]Array[int]" +"[/code]). Also, packed arrays consume less memory. As a downside, packed " +"arrays are less flexible as they don't offer as many convenience methods such " +"as [method Array.map]. Typed arrays are in turn faster to iterate on and " +"modify than untyped arrays." +msgstr "" +"Структура даних масиву, яка може містити послідовність елементів будь-якого " +"типу [Variant]. Доступ до елементів здійснюється за числовим індексом, що " +"починається з [code]0[/code]. Від’ємні індекси використовуються для " +"підрахунку ззаду ([code]-1[/code] — останній елемент, [code]-2[/code] — " +"передостанній тощо). \n" +"[codeblocks] \n" +"[gdscript] \n" +"var array = [\"Перший\", 2, 3, \"Останній\"] \n" +"print(array[0]) # Виводить \"Перший\" \n" +"print(array[2]) # Виводить 3 \n" +"print(array[-1]) # Виводить \"Останній\" \n" +"\n" +"Array[1] = \"Другий\" \n" +"print(array[1]) # Виводить \"Другий\" \n" +"print(array[-3]) # Виводить \"Другий\" \n" +"[/gdscript] \n" +"[csharp] \n" +"Godot.Collections.Array array = [\"Перший\", 2, 3, \"Останній\"]; \n" +"GD.Print(масив[0]); // Виводить \"Перший\" \n" +"GD.Print(масив[2]); // Виводить 3 \n" +"GD.Print(масив[^1]); // Друкує \"Останній\" \n" +"\n" +"array[1] = \"Другий\"; \n" +"GD.Print(масив[1]); // Виводить \"Другу\" \n" +"GD.Print(масив[^3]); // Виводить \"Другу\" \n" +"[/csharp] \n" +"[/codeblocks] \n" +"[b]Примітка. [/b] Масиви завжди передаються за [b]посиланням[/b]. Щоб " +"отримати копію масиву, яку можна змінювати незалежно від вихідного масиву, " +"використовуйте [метод duplicate]. \n" +"[b]Примітка:[/b] Стирання елементів під час повторення масивів [b]не[/b] " +"підтримується та призведе до непередбачуваної поведінки. \n" +"[b]Відмінності між упакованими масивами, типізованими масивами та " +"нетипізованими масивами:[/b] Упаковані масиви зазвичай швидше обробляються та " +"змінюються порівняно з типізованим масивом того самого типу (наприклад, " +"[PackedInt64Array] проти [code]Array[int][/code]). Крім того, упаковані " +"масиви споживають менше пам’яті. Недоліком є те, що упаковані масиви є менш " +"гнучкими, оскільки вони не пропонують стільки зручних методів, як-от [метод " +"Array.map]. Типізовані масиви, у свою чергу, швидше перебираються та " +"змінюються, ніж нетипізовані масиви." + msgid "Constructs an empty [Array]." msgstr "Створює пустий [Array]." @@ -10676,12 +13535,12 @@ msgstr "" " Якщо [параметр типу] не є [константою TYPE_OBJECT], [параметр class_name] " "має бути порожнім [StringName], а [param script] має мати значення " "[code]null[/code].\n" -" [кодовий блок]\n" +" [codeblock]\n" " class_name Sword\n" -" розширює вузол\n" +" extends Node\n" "\n" -" статистика класу:\n" -" пропуск\n" +" stast class:\n" +" pass\n" "\n" " func _ready():\n" " var a = Array([], TYPE_INT, \"\", null) # Array[int]\n" @@ -10694,12 +13553,12 @@ msgstr "" "повертає порожній [Array].\n" " У GDScript цей конструктор зазвичай не потрібний, оскільки можна створити " "типізований масив за допомогою статичної типізації:\n" -" [кодовий блок]\n" -" змінні числа: масив[float] = []\n" -" дочірні зміни: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]\n" +" [codeblock]\n" +" var numbers: Array[float] = []\n" +" var children: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]\n" "\n" -" змінні цілих чисел: Array[int] = [0,2, 4,5, -2,0]\n" -" print(цілі числа) # Виводить [0, 4, -2]\n" +" var integers: Array[int] = [0,2, 4,5, -2,0]\n" +" print(integers) # Виводить [0, 4, -2]\n" " [/codeblock]" msgid "" @@ -10739,6 +13598,123 @@ msgstr "Створює масив із [PackedVector3Array]." msgid "Constructs an array from a [PackedVector4Array]." msgstr "Створює масив із [PackedVector4Array]." +msgid "" +"Calls the given [Callable] on each element in the array and returns " +"[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] " +"elements in the array. If the [Callable] returns [code]false[/code] for one " +"array element or more, this method returns [code]false[/code].\n" +"The [param method] should take one [Variant] parameter (the current array " +"element) and return a [bool].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func greater_than_5(number):\n" +" return number > 5\n" +"\n" +"func _ready():\n" +" print([6, 10, 6].all(greater_than_5)) # Prints true (3/3 elements " +"evaluate to true).\n" +" print([4, 10, 4].all(greater_than_5)) # Prints false (1/3 elements " +"evaluate to true).\n" +" print([4, 4, 4].all(greater_than_5)) # Prints false (0/3 elements " +"evaluate to true).\n" +" print([].all(greater_than_5)) # Prints true (0/0 elements " +"evaluate to true).\n" +"\n" +" # Same as the first line above, but using a lambda function.\n" +" print([6, 10, 6].all(func(element): return element > 5)) # Prints true\n" +"[/gdscript]\n" +"[csharp]\n" +"private static bool GreaterThan5(int number)\n" +"{\n" +" return number > 5;\n" +"}\n" +"\n" +"public override void _Ready()\n" +"{\n" +" // Prints True (3/3 elements evaluate to true).\n" +" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." +"All(GreaterThan5));\n" +" // Prints False (1/3 elements evaluate to true).\n" +" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." +"All(GreaterThan5));\n" +" // Prints False (0/3 elements evaluate to true).\n" +" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." +"All(GreaterThan5));\n" +" // Prints True (0/0 elements evaluate to true).\n" +" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" +"\n" +" // Same as the first line above, but using a lambda function.\n" +" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " +"element > 5)); // Prints True\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method any], [method filter], [method map] and [method reduce].\n" +"[b]Note:[/b] Unlike relying on the size of an array returned by [method " +"filter], this method will return as early as possible to improve performance " +"(especially with large arrays).\n" +"[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/" +"wiki/Vacuous_truth]always[/url] returns [code]true[/code]." +msgstr "" +"Викликає заданий [Callable] для кожного елемента в масиві та повертає " +"[code]true[/code], якщо [Callable] повертає [code]true[/code] для [i]всіх[/i] " +"елементів у масиві. Якщо [Callable] повертає [code]false[/code] для одного " +"або більше елементів масиву, цей метод повертає [code]false[/code]. \n" +"Метод [param] має приймати один параметр [Variant] (поточний елемент масиву) " +"і повертати [bool]. \n" +"[codeblocks] \n" +"[gdscript] \n" +"func greater_than_5(number):\n" +" return number > 5\n" +"\n" +"func _ready(): \n" +" print([6, 10, 6].all(greater_than_5)) # Виводить true (3/3 елементів " +"оцінюються як true). \n" +" print([4, 10, 4].all(greater_than_5)) # Виводить false (1/3 елементів " +"оцінюється як true). \n" +" print([4, 4, 4].all(greater_than_5)) # Виводить false (0/3 елементів " +"оцінюються як true). \n" +" print([].all(greater_than_5)) # Виводить true (0/0 елементів оцінюється " +"як true). \n" +"\n" +" # Те саме, що й перший рядок вище, але з використанням лямбда-функції. \n" +" print([6, 10, 6].all(func(element): return element > 5)) # Виводить " +"true \n" +"[/gdscript] \n" +"[csharp] \n" +"private static bool GreaterThan5(int number) \n" +"{\n" +" return number > 5; \n" +"}\n" +"\n" +"public override void _Ready() \n" +"{\n" +" // Виводить True (3/3 елементів оцінюються як true). \n" +" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." +"All(GreaterThan5)); \n" +" // Виводить False (1/3 елементів оцінюється як true). \n" +" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." +"All(GreaterThan5)); \n" +" // Виводить False (0/3 елементів оцінюються як true). \n" +" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." +"All(GreaterThan5)); \n" +" // Виводить True (0/0 елементів оцінюється як true). \n" +" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5)); \n" +"\n" +" // Те саме, що й перший рядок вище, але з використанням лямбда-функції. \n" +" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " +"element > 5)); // Виводить True \n" +"}\n" +"[/csharp] \n" +"[/codeblocks] \n" +"Дивіться також [method any], [method filter], [method map] і [method " +"reduce]. \n" +"[b]Примітка: [/b] На відміну від покладання на розмір масиву, який повертає " +"[method filter], цей метод повертатиметься якомога раніше, щоб покращити " +"продуктивність (особливо з великими масивами). \n" +"[b]Примітка.[/b] Для порожнього масиву цей метод [url=https://en.wikipedia." +"org/wiki/Vacuous_truth]завжди[/url] повертає [code]true[/code]." + msgid "" "Calls the given [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or " @@ -10776,11 +13752,11 @@ msgstr "" "всіх елементів в масиві, цей метод повертає [code]false[/code].\n" "[param метод] повинен прийняти один параметр [Variant] (поточний елемент " "масиву) і повернути [bool].\n" -"[блокування коду]\n" -"Func more_than_5(number):\n" -"Номер повернення > 5 хв\n" +"[codeblock]\n" +"func more_than_5(number):\n" +"return number > 5\n" "\n" -"Func _ready():\n" +"func _ready():\n" "Друк([6, 10, 6].any(greater_than_5)) # Друкувати true (3 елементи, які " "оцінюють true).\n" "Друк([4, 10, 4].any(greater_than_5)) # Друкувати true (1 елементи, які " @@ -10816,10 +13792,10 @@ msgid "" "[/codeblock]" msgstr "" "Додає ще один [масив параметрів] у кінець цього масиву.\n" -" [кодовий блок]\n" -" змінні числа = [1, 2, 3]\n" +" [codeblock]\n" +" var numbers = [1, 2, 3]\n" " var extra = [4, 5, 6]\n" -" numbers.append_array(додатковий)\n" +" numbers.append_array(extra)\n" " print(numbers) # Виводить [1, 2, 3, 4, 5, 6]\n" " [/codeblock]" @@ -10872,8 +13848,8 @@ msgstr "" " Якщо [param before] має значення [code]true[/code] (як за замовчуванням), " "повернутий індекс стоїть перед усіма існуючими елементами, що дорівнюють " "[param value] у масиві.\n" -" [кодовий блок]\n" -" змінні числа = [2, 4, 8, 10]\n" +" [codeblock]\n" +" var numbers = [2, 4, 8, 10]\n" " var idx = numbers.bsearch(7)\n" "\n" " numbers.insert(idx, 7)\n" @@ -10939,11 +13915,11 @@ msgstr "" " Якщо [param before] має значення [code]true[/code] (як за замовчуванням), " "повернутий індекс стоїть перед усіма існуючими елементами, що дорівнюють " "[param value] у масиві.\n" -" [кодовий блок]\n" +" [codeblock]\n" " func sort_by_amount(a, b):\n" -" якщо a[1] < b[1]:\n" -" повернути істину\n" -" повернути false\n" +" If a[1] < b[1]:\n" +" return true\n" +" return false\n" "\n" " func _ready():\n" " var my_items = [[\"Помідор\", 2], [\"Ківі\", 5], [\"Рис\", 9]]\n" @@ -10960,7 +13936,7 @@ msgstr "" "\n" " # Відбитки [[\"Помідор\", 2], [\"Яблуко\", 5], [\"Ківі\", 5], " "[\"Банан\", 5], [\"Рис\", 9]]\n" -" друкувати (мої_предмети)\n" +" print (мої_предмети)\n" " [/codeblock]\n" " [b]Примітка.[/b] Виклик [методу bsearch_custom] для [i]несортованого[/i] " "масиву призведе до неочікуваної поведінки. Використовуйте [method " @@ -10973,6 +13949,15 @@ msgstr "" "Видаляє всі елементи з масиву. Це еквівалентно використанню [method resize] " "із розміром [code]0[/code]." +msgid "" +"Returns the number of times an element is in the array.\n" +"To count how many elements in an array satisfy a condition, see [method " +"reduce]." +msgstr "" +"Повертає кількість разів, коли елемент є в масиві.\n" +"Щоб підрахувати, скільки елементів у масиві задовольняє умову, див. [метод " +"зменшення]." + msgid "" "Returns a new copy of the array.\n" "By default, a [b]shallow[/b] copy is returned: all nested [Array] and " @@ -11007,6 +13992,49 @@ msgstr "" "[b]Note:[/b] Обмазування елементів при цьому ітерації над масивами [b] не[/b] " "підтримується і призведе до непередбачуваної поведінки." +msgid "" +"Assigns the given [param value] to all elements in the array.\n" +"This method can often be combined with [method resize] to create an array " +"with a given size and initialized elements:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var array = []\n" +"array.resize(5)\n" +"array.fill(2)\n" +"print(array) # Prints [2, 2, 2, 2, 2]\n" +"[/gdscript]\n" +"[csharp]\n" +"Godot.Collections.Array array = [];\n" +"array.Resize(5);\n" +"array.Fill(2);\n" +"GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If [param value] is a [Variant] passed by reference ([Object]-" +"derived, [Array], [Dictionary], etc.), the array will be filled with " +"references to the same [param value], which are not duplicates." +msgstr "" +"Призначає задане [значення параметра] всім елементам у масиві. \n" +"Цей метод часто можна комбінувати з [method resize] для створення масиву " +"заданого розміру та ініціалізованих елементів: \n" +"[codeblocks] \n" +"[gdscript] \n" +"var Array = [] \n" +"array.resize(5) \n" +"array.fill(2) \n" +"print(array) # Виводить [2, 2, 2, 2, 2] \n" +"[/gdscript] \n" +"[csharp] \n" +"Godot.Collections.Array array = []; \n" +"array.Resize(5); \n" +"array.Fill(2); \n" +"GD.Print(масив); // Виводить [2, 2, 2, 2, 2] \n" +"[/csharp] \n" +"[/codeblocks] \n" +"[b]Примітка:[/b] Якщо [значення параметра] є [варіантом], що передається за " +"посиланням (похідним від [об’єкта], [масивом], [словником] тощо), масив буде " +"заповнено посиланнями на те саме [значення параметра], які не є дублікатами." + msgid "" "Calls the given [Callable] on each element in the array and returns a new, " "filtered [Array].\n" @@ -11030,15 +14058,15 @@ msgstr "" "[param метод] отримує один з масивних елементів як аргумент, і повинен " "повернутися [code]true[/code], щоб додати елемент до фільтрованого масиву, " "або [code]false[/code], щоб виключити його.\n" -"[блокування коду]\n" -"Func is_even(number):\n" -"1 000 р.\n" +"[codeblock]\n" +"func is_even(number):\n" +" return number % 2 == 0\n" "\n" -"Func _ready():\n" -"Друк([1, 4, 5, 8].filter(is_even)) # Друки [4, 8]\n" +"func _ready():\n" +"print([1, 4, 5, 8].filter(is_even)) # Друки [4, 8]\n" "\n" "# Так, як вище, але за допомогою функції лямбда.\n" -"Друк([1, 4, 5, 8].filter(func(number): номер повернення % 2 == 0))\n" +"print([1, 4, 5, 8].filter(func(number): return number % 2 == 0))\n" "[/codeblock]\n" "Дивись також [метод будь], [метод все], [метод мапа] і [метод зменшити]." @@ -11063,6 +14091,42 @@ msgstr "" "[enum Variant.Type]. Наприклад, [code]7[/code] ([int]) і [code]7.0[/code] " "([float]) не вважаються однаковими для цього методу." +msgid "" +"Returns the index of the [b]first[/b] element in the array that causes [param " +"method] to return [code]true[/code], or [code]-1[/code] if there are none. " +"The search's start can be specified with [param from], continuing to the end " +"of the array.\n" +"[param method] is a callable that takes an element of the array, and returns " +"a [bool].\n" +"[b]Note:[/b] If you just want to know whether the array contains [i]anything[/" +"i] that satisfies [param method], use [method any].\n" +"[codeblocks]\n" +"[gdscript]\n" +"func is_even(number):\n" +" return number % 2 == 0\n" +"\n" +"func _ready():\n" +" print([1, 3, 4, 7].find_custom(is_even.bind())) # Prints 2\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Повертає індекс [b]першого[/b] елемента в масиві, який змушує [param method] " +"повертати [code]true[/code] або [code]-1[/code], якщо їх немає. Початок " +"пошуку можна вказати за допомогою [param from], продовжуючи до кінця " +"масиву. \n" +"[param method] — це виклик, який приймає елемент масиву та повертає [bool]. \n" +"[b]Примітка:[/b] Якщо ви просто хочете знати, чи містить масив [i]щось[/i], " +"що задовольняє [param method], використовуйте [method any]. \n" +"[codeblocks] \n" +"[gdscript] \n" +"func is_even(число): \n" +" return number% 2 == 0 \n" +"\n" +"func _ready(): \n" +" print([1, 3, 4, 7].find_custom(is_even.bind())) # Виводить 2 \n" +"[/gdscript] \n" +"[/codeblocks]" + msgid "" "Returns the first element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method back].\n" @@ -11074,6 +14138,13 @@ msgstr "" "[b]Примітка:[/b] На відміну від [code][/code] оператор ([code]array[0][/" "code]), помилка генерується без виконання проекту." +msgid "" +"Returns the element at the given [param index] in the array. This is the same " +"as using the [code][][/code] operator ([code]array[index][/code])." +msgstr "" +"Повертає елемент із заданим [param index] у масиві. Це те саме, що " +"використання оператора [code][][/code] ([code]масив[index][/code])." + msgid "" "Returns the built-in [Variant] type of the typed array as a [enum Variant." "Type] constant. If the array is not typed, returns [constant TYPE_NIL]. See " @@ -11099,6 +14170,59 @@ msgstr "" "Повертає екземпляр [Script], пов’язаний із цим введеним масивом, або " "[code]null[/code], якщо він не існує. Дивіться також [method is_typed]." +msgid "" +"Returns [code]true[/code] if the array contains the given [param value].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print([\"inside\", 7].has(\"inside\")) # Prints true\n" +"print([\"inside\", 7].has(\"outside\")) # Prints false\n" +"print([\"inside\", 7].has(7)) # Prints true\n" +"print([\"inside\", 7].has(\"7\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"Godot.Collections.Array arr = [\"inside\", 7];\n" +"// By C# convention, this method is renamed to `Contains`.\n" +"GD.Print(arr.Contains(\"inside\")); // Prints True\n" +"GD.Print(arr.Contains(\"outside\")); // Prints False\n" +"GD.Print(arr.Contains(7)); // Prints True\n" +"GD.Print(arr.Contains(\"7\")); // Prints False\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In GDScript, this is equivalent to the [code]in[/code] operator:\n" +"[codeblock]\n" +"if 4 in [2, 4, 6, 8]:\n" +" print(\"4 is here!\") # Will be printed.\n" +"[/codeblock]\n" +"[b]Note:[/b] For performance reasons, the search is affected by the [param " +"value]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " +"[code]7.0[/code] ([float]) are not considered equal for this method." +msgstr "" +"Повертає [code]true[/code], якщо масив містить задане [значення param].\n" +" [codeblock]\n" +" [gdscript]\n" +" print([\"inside\", 7].has(\"inside\")) # Виводить true\n" +" print([\"inside\", 7].has(\"outside\")) # Виводить false\n" +" print([\"inside\", 7].has(7)) # Виводить true\n" +" print([\"inside\", 7].has(\"7\")) # Виводить false\n" +" [/gdscript]\n" +" [csharp]\n" +" var arr = new Godot.Collections.Array { \"inside\", 7 };\n" +" // За угодою C# цей метод перейменовано на `Contains`.\n" +" GD.Print(arr.Contains(\"inside\")); // Виводить true\n" +" GD.Print(arr.Contains(\"outside\")); // Виводить false\n" +" GD.Print(arr.Contains(7)); // Виводить true\n" +" GD.Print(arr.Contains(\"7\")); // Виводить false\n" +" [/csharp]\n" +" [/codeblocks]\n" +" У GDScript це еквівалентно оператору [code]in[/code]:\n" +" [codeblock]\n" +" if 4 in [2, 4, 6, 8]:\n" +" print(\"4 тут!\") # Буде надруковано.\n" +" [/codeblock]\n" +" [b]Примітка:[/b] З міркувань продуктивності на пошук впливає [enum Variant." +"Type] [параметра]. Наприклад, [code]7[/code] ([int]) і [code]7.0[/code] " +"([float]) не вважаються однаковими для цього методу." + msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" @@ -11172,8 +14296,8 @@ msgstr "" "[Variant].\n" " У GDScript можна визначити типізований масив за допомогою статичної " "типізації:\n" -" [кодовий блок]\n" -" змінні числа: масив[float] = [0,2, 4,2, -2,0]\n" +" [codeblock]\n" +" var number: Array[float] = [0,2, 4,2, -2,0]\n" " print(numbers.is_typed()) # Виводить true\n" " [/codeblock]" @@ -11211,15 +14335,15 @@ msgstr "" "масив, наповнений значеннями, подані методом [param].\n" "[param метод] повинен прийняти один параметр [Variant] (поточний елемент " "масиву) і може повернути будь-який [Variant].\n" -"[блокування коду]\n" -"Func double(number):\n" -"Номер повернення * 2\n" +"[codeblock]\n" +"func double(number):\n" +"return number* 2\n" "\n" -"Func _ready():\n" -"Друк([1, 2, 3].map(double)) # Друки [2, 4, 6]\n" +"func _ready():\n" +"print ([1, 2, 3].map(double)) # Друки [2, 4, 6]\n" "\n" "# Так, як вище, але за допомогою функції лямбда.\n" -"Друк([1, 2, 3].map(функція): зворотний елемент * 2))\n" +"print ([1, 2, 3].map(func): зворотний елемент * 2))\n" "[/codeblock]\n" "Дивись також [методичний фільтр], [метод зменшити], [метод будь] і [метод " "все]." @@ -11244,6 +14368,41 @@ msgstr "" "порівняти. В іншому випадку повертається [code]null[/code]. Дивитися також " "[метод макс.]." +msgid "" +"Returns a random element from the array. Generates an error and returns " +"[code]null[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# May print 1, 2, 3.25, or \"Hi\".\n" +"print([1, 2, 3.25, \"Hi\"].pick_random())\n" +"[/gdscript]\n" +"[csharp]\n" +"Godot.Collections.Array array = [1, 2, 3.25f, \"Hi\"];\n" +"GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Like many similar functions in the engine (such as [method " +"@GlobalScope.randi] or [method shuffle]), this method uses a common, global " +"random seed. To get a predictable outcome from this method, see [method " +"@GlobalScope.seed]." +msgstr "" +"Повертає випадковий елемент із масиву. Генерує помилку та повертає " +"[code]null[/code], якщо масив порожній.\n" +" [codeblock]\n" +" [gdscript]\n" +" # Може друкувати 1, 2, 3.25 або «Привіт».\n" +" print([1, 2, 3.25, \"Привіт\"].pick_random())\n" +" [/gdscript]\n" +" [csharp]\n" +" var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Привіт\" };\n" +" GD.Print(array.PickRandom()); // Може друкувати 1, 2, 3.25 або \"Hi\".\n" +" [/csharp]\n" +" [/codeblocks]\n" +" [b]Примітка: [/b] Подібно до багатьох подібних функцій у системі (таких як " +"[method @GlobalScope.randi] або [method shuffle]), цей метод використовує " +"звичайне глобальне випадкове початкове число. Щоб отримати передбачуваний " +"результат від цього методу, перегляньте [method @GlobalScope.seed]." + msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " @@ -11296,6 +14455,99 @@ msgstr "" "може призвести до помітних витрат на продуктивність, особливо для великих " "масивів." +msgid "" +"Calls the given [Callable] for each element in array, accumulates the result " +"in [param accum], then returns it.\n" +"The [param method] takes two arguments: the current value of [param accum] " +"and the current array element. If [param accum] is [code]null[/code] (as by " +"default), the iteration will start from the second element, with the first " +"one used as initial value of [param accum].\n" +"[codeblock]\n" +"func sum(accum, number):\n" +" return accum + number\n" +"\n" +"func _ready():\n" +" print([1, 2, 3].reduce(sum, 0)) # Prints 6\n" +" print([1, 2, 3].reduce(sum, 10)) # Prints 16\n" +"\n" +" # Same as above, but using a lambda function.\n" +" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10))\n" +"[/codeblock]\n" +"If [method max] is not desirable, this method may also be used to implement a " +"custom comparator:\n" +"[codeblock]\n" +"func _ready():\n" +" var arr = [Vector2i(5, 0), Vector2i(3, 4), Vector2i(1, 2)]\n" +"\n" +" var longest_vec = arr.reduce(func(max, vec): return vec if " +"is_length_greater(vec, max) else max)\n" +" print(longest_vec) # Prints (3, 4)\n" +"\n" +"func is_length_greater(a, b):\n" +" return a.length() > b.length()\n" +"[/codeblock]\n" +"This method can also be used to count how many elements in an array satisfy a " +"certain condition, similar to [method count]:\n" +"[codeblock]\n" +"func is_even(number):\n" +" return number % 2 == 0\n" +"\n" +"func _ready():\n" +" var arr = [1, 2, 3, 4, 5]\n" +" # If the current element is even, increment count, otherwise leave count " +"the same.\n" +" var even_count = arr.reduce(func(count, next): return count + 1 if " +"is_even(next) else count, 0)\n" +" print(even_count) # Prints 2\n" +"[/codeblock]\n" +"See also [method map], [method filter], [method any], and [method all]." +msgstr "" +"Викликає заданий [Callable] для кожного елемента в масиві, накопичує " +"результат у [param accum], а потім повертає його. \n" +"Метод [param] приймає два аргументи: поточне значення [param accum] і " +"поточний елемент масиву. Якщо [param accum] дорівнює [code]null[/code] (як за " +"замовчуванням), ітерація почнеться з другого елемента, а перший " +"використовується як початкове значення [param accum]. \n" +"[codeblock] \n" +"func sum(accnum number): \n" +" return accnum + number \n" +"\n" +"func _ready(): \n" +" print([1, 2, 3].reduce(sum, 0)) # Виводить 6 \n" +" print([1, 2, 3].reduce(sum, 10)) # Виводить 16 \n" +"\n" +" # Те саме, що й вище, але з використанням лямбда-функції. \n" +" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) \n" +"[/codeblock] \n" +"Якщо [method max] є небажаним, цей метод також можна використовувати для " +"реалізації спеціального компаратора: \n" +"[codeblock] \n" +"func _ready(): \n" +" var arr = [Vector2i(5, 0), Vector2i(3, 4), Vector2i(1, 2)] \n" +"\n" +" var longest_vec = arr.reduce(func(max, vec): return vec, if " +"is_length_greater(vec, max) else max) \n" +" print(longest_vec) # Відбитки (3, 4) \n" +"\n" +"func is_length_greater(a, b): \n" +" return a.length() > b.length() \n" +"[/codeblock] \n" +"Цей метод також можна використовувати для підрахунку кількості елементів у " +"масиві, які задовольняють певну умову, подібно до [method count]: \n" +"[codeblock] \n" +"func is_even(number): \n" +" return number% 2 == 0 \n" +"\n" +"func _ready(): \n" +" var arr = [1, 2, 3, 4, 5] \n" +" # Якщо поточний елемент парний, збільште кількість, інакше залиште " +"кількість незмінною. \n" +" var even_count = arr.reduce(func(count, next): return count + 1 if " +"is_even(next) else count, 0) \n" +" print(even_count) # Виводить 2 \n" +"[/codeblock] \n" +"Дивіться також [метод карта], [метод фільтр], [метод будь-який] і [метод усі]." + msgid "" "Removes the element from the array at the given index ([param position]). If " "the index is out of bounds, this method fails.\n" @@ -11354,6 +14606,28 @@ msgstr "" "[param from], продовжуючи до початку масиву. Цей метод є зворотним до [method " "find]." +msgid "" +"Returns the index of the [b]last[/b] element of the array that causes [param " +"method] to return [code]true[/code], or [code]-1[/code] if there are none. " +"The search's start can be specified with [param from], continuing to the " +"beginning of the array. This method is the reverse of [method find_custom]." +msgstr "" +"Повертає індекс [b]останнього[/b] елемента масиву, який змушує [param method] " +"повертати [code]true[/code] або [code]-1[/code], якщо їх немає. Початок " +"пошуку можна вказати за допомогою [param from], продовжуючи до початку " +"масиву. Цей метод є зворотним до [method find_custom]." + +msgid "" +"Sets the value of the element at the given [param index] to the given [param " +"value]. This will not change the size of the array, it only changes the value " +"at an index already in the array. This is the same as using the [code][][/" +"code] operator ([code]array[index] = value[/code])." +msgstr "" +"Встановлює значення елемента для заданого [param index] у задане [param " +"value]. Це не змінить розмір масиву, це лише змінить значення за індексом, " +"який уже є в масиві. Це те саме, що використання оператора [code][][/code] " +"([code]масив[index] = valve[/code])." + msgid "" "Shuffles all elements of the array in a random order.\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " @@ -11406,7 +14680,7 @@ msgstr "" " Якщо [param deep] має значення [code]true[/code], усі вкладені елементи " "[Array] і [Dictionary] у фрагменті дублюються з оригіналу рекурсивно. " "Дивіться також [дублікат методу]).\n" -" [кодовий блок]\n" +" [codeblock]\n" " var letters = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\"]\n" "\n" " print(letters.slice(0, 2)) # Виводить [\"A\", \"B\"]\n" @@ -11417,6 +14691,47 @@ msgstr "" " print(letters.slice(4, 1, -1)) # Виводить [\"E\", \"D\", \"C\"]\n" " [/codeblock]" +msgid "" +"Sorts the array in ascending order. The final order is dependent on the " +"\"less than\" ([code]<[/code]) comparison between elements.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var numbers = [10, 5, 2.5, 8]\n" +"numbers.sort()\n" +"print(numbers) # Prints [2.5, 5, 8, 10]\n" +"[/gdscript]\n" +"[csharp]\n" +"Godot.Collections.Array numbers = [10, 5, 2.5, 8];\n" +"numbers.Sort();\n" +"GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" +"wiki/Sorting_algorithm#Stability]stable[/url]. This means that equivalent " +"elements (such as [code]2[/code] and [code]2.0[/code]) may have their order " +"changed when calling [method sort]." +msgstr "" +"Сортує масив у порядку зростання. Остаточний порядок залежить від порівняння " +"\"менше ніж\" (<) між елементами.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var numbers = [10, 5, 2.5, 8]\n" +"numbers.sort()\n" +"print(numbers) # Виводить [2.5, 5, 8, 10]\n" +"[/gdscript]\n" +"[csharp]\n" +"Godot.Collections.Array numbers = [10, 5, 2.5, 8];\n" +"numbers.Sort();\n" +"GD.Print(numbers); // Виводить [2.5, 5, 8, 10]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"**Примітка:** Використовуваний алгоритм сортування не є [uri=(https://en." +"wikipedia.org/wiki/Sorting_algorithm#Stability)]стабільним[/url]. Це означає, " +"що еквівалентні елементи (наприклад, 2 та 2.0) можуть змінити свій порядок " +"під час виклику [method sort].Зверніть увагу, що я залишив [codeblocks] та " +"інші елементи коду без змін, оскільки вони є частиною синтаксису та не " +"потребують перекладу." + msgid "" "Sorts the array using a custom [Callable].\n" "[param func] is called as many times as necessary, receiving two array " @@ -11461,11 +14776,11 @@ msgstr "" "масиву як аргументи. Функція має повернути [code]true[/code], якщо перший " "елемент потрібно перемістити [i]перед[/i] другим, інакше вона має повернути " "[code]false[/code].\n" -" [кодовий блок]\n" -" функція sort_ascending(a, b):\n" -" якщо a[1] < b[1]:\n" -" повернути істину\n" -" повернути false\n" +" [codeblock]\n" +" func sort_ascending(a, b):\n" +" if a[1] < b[1]:\n" +" return true\n" +" return false\n" "\n" " func _ready():\n" " var my_items = [[\"Помідор\", 5], [\"Яблуко\", 9], [\"Рис\", 4]]\n" @@ -11481,7 +14796,7 @@ msgstr "" " Також може знадобитися використовувати цей метод для сортування рядків у " "природному порядку за допомогою [методу String.naturalnocasecmp_to], як у " "наступному прикладі:\n" -" [кодовий блок]\n" +" [codeblock]\n" " var files = [\"новий файл1\", \"новий файл2\", \"новий файл10\", \"новий " "файл11\"]\n" " files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n" @@ -11504,6 +14819,44 @@ msgstr "" "Повертаємо [code]true[/code], якщо розмір масиву або його елементи різні, ніж " "[param right]." +msgid "" +"Appends the [param right] array to the left operand, creating a new [Array]. " +"This is also known as an array concatenation.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var array1 = [\"One\", 2]\n" +"var array2 = [3, \"Four\"]\n" +"print(array1 + array2) # Prints [\"One\", 2, 3, \"Four\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"// Note that concatenation is not possible with C#'s native Array type.\n" +"Godot.Collections.Array array1 = [\"One\", 2];\n" +"Godot.Collections.Array array2 = [3, \"Four\"];\n" +"GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] For existing arrays, [method append_array] is much more " +"efficient than concatenation and assignment with the [code]+=[/code] operator." +msgstr "" +"Додає масив [param right] до лівого операнда, створюючи новий [Array]. Це " +"також відомо як конкатенація масиву.\n" +" [codeblocks]\n" +" [gdscript]\n" +" var array1 = [\"Один\", 2]\n" +" var array2 = [3, \"Чотири\"]\n" +" print(array1 + array2) # Виводить [\"Один\", 2, 3, \"Чотири\"]\n" +" [/gdscript]\n" +" [csharp]\n" +" // Зауважте, що конкатенація неможлива з власним типом масиву C#.\n" +" var array1 = new Godot.Collections.Array{\"One\", 2};\n" +" var array2 = new Godot.Collections.Array{3, \"Four\"};\n" +" GD.Print(Areay1 + Array2); // Виводить [\"One\", 2, 3, \"Four\"]\n" +" [/csharp]\n" +" [/codeblocks]\n" +" [b]Примітка.[/b] Для існуючих масивів [метод append_array] набагато " +"ефективніший, ніж конкатенація та присвоєння за допомогою оператора [code]+=[/" +"code]." + msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " @@ -11602,6 +14955,103 @@ msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "Тип [Mesh], який надає утиліту для побудови поверхні з масивів." +msgid "" +"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as " +"arrays.\n" +"The most basic example is the creation of a single triangle:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var vertices = PackedVector3Array()\n" +"vertices.push_back(Vector3(0, 1, 0))\n" +"vertices.push_back(Vector3(1, 0, 0))\n" +"vertices.push_back(Vector3(0, 0, 1))\n" +"\n" +"# Initialize the ArrayMesh.\n" +"var arr_mesh = ArrayMesh.new()\n" +"var arrays = []\n" +"arrays.resize(Mesh.ARRAY_MAX)\n" +"arrays[Mesh.ARRAY_VERTEX] = vertices\n" +"\n" +"# Create the Mesh.\n" +"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" +"var m = MeshInstance3D.new()\n" +"m.mesh = arr_mesh\n" +"[/gdscript]\n" +"[csharp]\n" +"Vector3[] vertices =\n" +"[\n" +" new Vector3(0, 1, 0),\n" +" new Vector3(1, 0, 0),\n" +" new Vector3(0, 0, 1),\n" +"];\n" +"\n" +"// Initialize the ArrayMesh.\n" +"var arrMesh = new ArrayMesh();\n" +"Godot.Collections.Array arrays = [];\n" +"arrays.Resize((int)Mesh.ArrayType.Max);\n" +"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" +"\n" +"// Create the Mesh.\n" +"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" +"var m = new MeshInstance3D();\n" +"m.Mesh = arrMesh;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" +"See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " +"geometry generation.\n" +"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " +"modes." +msgstr "" +"[ArrayMesh] використовується для створення [Mesh] шляхом визначення таких " +"атрибутів, як масиви.\n" +"Найпростішим прикладом є створення одного трикутника:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var vertices = PackedVector3Array()\n" +"vertices.push_back(Vector3(0, 1, 0))\n" +"vertices.push_back(Vector3(1, 0, 0))\n" +"vertices.push_back(Vector3(0, 0, 1))\n" +"\n" +"# Ініціалізація Масивів Мешу.\n" +"var arr_mesh = ArrayMesh.new()\n" +"var arrays = []\n" +"arrays.resize(Mesh.ARRAY_MAX)\n" +"arrays[Mesh.ARRAY_VERTEX] = vertices\n" +"\n" +"# Створення Мешу.\n" +"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" +"var m = MeshInstance3D.new()\n" +"m.mesh = arr_mesh\n" +"[/gdscript]\n" +"[csharp]\n" +"var vertices = new Vector3[]\n" +"{\n" +" new Vector3(0, 1, 0),\n" +" new Vector3(1, 0, 0),\n" +" new Vector3(0, 0, 1),\n" +"};\n" +"\n" +"// Initialize the ArrayMesh.\n" +"var arrMesh = new ArrayMesh();\n" +"var arrays = new Godot.Collections.Array();\n" +"arrays.Resize((int)Mesh.ArrayType.Max);\n" +"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" +"\n" +"// Create the Mesh.\n" +"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" +"var m = new MeshInstance3D();\n" +"m.Mesh = arrMesh;\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[MeshInstance3D] готовий до додавання до [SceneTree].\n" +"Дивіться також [ImmediateMesh], [MeshDataTool] і [SurfaceTool] для генерації " +"процедурної геометрії.\n" +"[b]Примітка:[/b] Godot використовує [url=https://learnopengl.com/Advanced-" +"OpenGL/Face-culling]порядок намотування[/url] за годинниковою стрілкою для " +"передніх граней примітивів трикутників." + msgid "Procedural geometry using the ArrayMesh" msgstr "Процедурна геометрія з використанням ArrayMesh" @@ -11612,6 +15062,80 @@ msgstr "" "Додає назву для форми змішування, яку буде додано за допомогою [method " "add_surface_from_arrays]. Має викликатися перед додаванням поверхні." +msgid "" +"Creates a new surface. [method Mesh.get_surface_count] will become the " +"[code]surf_idx[/code] for this new surface.\n" +"Surfaces are created to be rendered using a [param primitive], which may be " +"any of the values defined in [enum Mesh.PrimitiveType].\n" +"The [param arrays] argument is an array of arrays. Each of the [constant Mesh." +"ARRAY_MAX] elements contains an array with some of the mesh data for this " +"surface as described by the corresponding member of [enum Mesh.ArrayType] or " +"[code]null[/code] if it is not used by the surface. For example, " +"[code]arrays[0][/code] is the array of vertices. That first vertex sub-array " +"is always required; the others are optional. Adding an index array puts this " +"surface into \"index mode\" where the vertex and other arrays become the " +"sources of data and the index array defines the vertex order. All sub-arrays " +"must have the same length as the vertex array (or be an exact multiple of the " +"vertex array's length, when multiple elements of a sub-array correspond to a " +"single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is " +"used.\n" +"The [param blend_shapes] argument is an array of vertex data for each blend " +"shape. Each element is an array of the same structure as [param arrays], but " +"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " +"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and " +"all other entries are [code]null[/code].\n" +"The [param lods] argument is a dictionary with [float] keys and " +"[PackedInt32Array] values. Each entry in the dictionary represents an LOD " +"level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " +"array to use for the LOD level and the key is roughly proportional to the " +"distance at which the LOD stats being used. I.e., increasing the key of an " +"LOD also increases the distance that the objects has to be from the camera " +"before the LOD is used.\n" +"The [param flags] argument is the bitwise OR of, as required: One value of " +"[enum Mesh.ArrayCustomFormat] left shifted by " +"[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " +"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh." +"ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh." +"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" +"[b]Note:[/b] When using indices, it is recommended to only use points, lines, " +"or triangles." +msgstr "" +"Створює нову поверхню. [метод Mesh.get_surface_count] стане [code]surf_idx[/" +"code] для цієї нової поверхні.\n" +" Поверхні створюються для візуалізації за допомогою [param primitive], який " +"може бути будь-яким зі значень, визначених у [enum Mesh.PrimitiveType].\n" +" Аргумент [param arrays] — це масив масивів. Кожен з елементів [constant Mesh." +"ARRAY_MAX] містить масив із деякими даними сітки для цієї поверхні, як " +"описано відповідним елементом [enum Mesh.ArrayType] або [code]null[/code], " +"якщо він не використовується поверхні. Наприклад, [code]arrays[0][/code] — це " +"масив вершин. Цей підмасив перших вершин завжди потрібен; інші необов'язкові. " +"Додавання індексного масиву переводить цю поверхню в «індексний режим», де " +"вершина та інші масиви стають джерелами даних, а індексний масив визначає " +"порядок вершин. Усі підмасиви повинні мати таку ж довжину, як і масив вершин " +"(або бути кратним довжині масиву вершин, якщо кілька елементів підмасиву " +"відповідають одній вершині) або бути порожніми, за винятком [constant Mesh." +"ARRAY_INDEX ], якщо він використовується.\n" +" Аргумент [param blend_shapes] — це масив даних вершин для кожної фігури " +"змішування. Кожен елемент є масивом такої самої структури, що й [параметри " +"масивів], але [константа Mesh.ARRAY_VERTEX], [константа Mesh.ARRAY_NORMAL] і " +"[константа Mesh.ARRAY_TANGENT] встановлені тоді і лише тоді, коли вони " +"встановлені в [параметри масивів ] і всі інші записи мають значення " +"[code]null[/code].\n" +" Аргумент [param lods] — це словник із ключами [float] і значеннями " +"[PackedInt32Array]. Кожен запис у словнику представляє рівень LOD поверхні, " +"де значенням є масив [constant Mesh.ARRAY_INDEX] для використання рівня LOD, " +"а ключ приблизно пропорційний відстані, на якій використовується статистика " +"LOD. Тобто збільшення ключа LOD також збільшує відстань, на якій об’єкти " +"повинні бути від камери до використання LOD.\n" +" Аргумент [param flags] є порозрядним або, якщо потрібно: одне значення [enum " +"Mesh.ArrayCustomFormat] зміщено вліво на [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/" +"code] для кожного користувацького каналу, що використовується, [константа " +"Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [ постійна Mesh." +"ARRAY_FLAG_USE_8_BONE_WEIGHTS] або [постійна Mesh." +"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" +" [b]Примітка.[/b] Під час використання індексів рекомендується " +"використовувати лише точки, лінії чи трикутники." + msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "Видаляє всі форми змішування з цього [ArrayMesh]." @@ -11674,6 +15198,13 @@ msgstr "" "Повертає тип примітиву запитуваної поверхні (див. [method " "add_surface_from_arrays])." +msgid "" +"Removes the surface at the given index from the Mesh, shifting surfaces with " +"higher index down by one." +msgstr "" +"Видаляє поверхню з заданим індексом із сітки, зміщуючи поверхні з вищим " +"індексом на одиницю вниз." + msgid "Sets a name for a given surface." msgstr "Задає назву для заданої поверхні." @@ -11907,7 +15438,7 @@ msgstr "" "визначення загальної вартості подорожі по сегменту від сусідньої точки до " "цієї точки. Таким чином, за інших рівних умов алгоритм віддає перевагу точкам " "із нижчими параметрами [param weight_scale] для формування шляху.\n" -" [кодові блоки]\n" +" [codeblock]\n" " [gdscript]\n" " var astar = AStar2D.new()\n" " astar.add_point(1, Vector2(1, 0), 4) # Додає точку (1, 0) з weight_scale 4 " @@ -11915,7 +15446,7 @@ msgstr "" " [/gdscript]\n" " [csharp]\n" " var astar = new AStar2D();\n" -" astar.AddPoint(1, новий Vector2(1, 0), 4); // Додає точку (1, 0) з " +" astar.AddPoint(1, new Vector2(1, 0), 4); // Додає точку (1, 0) з " "weight_scale 4 та id 1\n" " [/csharp]\n" " [/codeblocks]\n" @@ -11956,7 +15487,7 @@ msgstr "" "Створює відрізок між заданими точками. Якщо [param bidirectional] має " "значення [code]false[/code], дозволено лише рух від [param id] до [param " "to_id], а не у зворотному напрямку.\n" -" [кодові блоки]\n" +" [codeblock]\n" " [gdscript]\n" " var astar = AStar2D.new()\n" " astar.add_point(1, Vector2(1, 1))\n" @@ -11965,8 +15496,8 @@ msgstr "" " [/gdscript]\n" " [csharp]\n" " var astar = new AStar2D();\n" -" astar.AddPoint(1, новий Vector2(1, 1));\n" -" astar.AddPoint(2, новий Vector2(0, 5));\n" +" astar.AddPoint(1, new Vector2(1, 1));\n" +" astar.AddPoint(2, new Vector2(0, 5));\n" " astar.ConnectPoints(1, 2, false);\n" " [/csharp]\n" " [/codeblocks]" @@ -12024,7 +15555,7 @@ msgid "" msgstr "" "Повертає найближчу позицію до [param to_position], яка знаходиться всередині " "сегмента між двома сполученими точками.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var astar = AStar2D.new()\n" " astar.add_point(1, Vector2(0, 0))\n" @@ -12035,16 +15566,99 @@ msgstr "" " [/gdscript]\n" " [csharp]\n" " var astar = new AStar2D();\n" -" astar.AddPoint(1, новий вектор2(0, 0));\n" -" astar.AddPoint(2, новий Vector2(0, 5));\n" +" astar.AddPoint(1, new Vector2(0, 0));\n" +" astar.AddPoint(2, new Vector2(0, 5));\n" " astar.ConnectPoints(1, 2);\n" -" Vector2 res = astar.GetClosestPositionInSegment(новий Vector2(3, 3)); // " +" Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // " "Повертає (0, 3)\n" " [/csharp]\n" " [/codeblocks]\n" " Результат знаходиться в сегменті, який проходить від [code]y = 0[/code] до " "[code]y = 5[/code]. Це найближча позиція на відрізку до даної точки." +msgid "" +"Returns an array with the IDs of the points that form the path found by " +"AStar2D between the given points. The array is ordered from the starting " +"point to the ending point of the path.\n" +"If there is no valid path to the target, and [param allow_partial_path] is " +"[code]true[/code], returns a path to the point closest to the target that can " +"be reached.\n" +"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " +"to_id] is disabled the search may take an unusually long time to finish.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var astar = AStar2D.new()\n" +"astar.add_point(1, Vector2(0, 0))\n" +"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" +"astar.add_point(3, Vector2(1, 1))\n" +"astar.add_point(4, Vector2(2, 0))\n" +"\n" +"astar.connect_points(1, 2, false)\n" +"astar.connect_points(2, 3, false)\n" +"astar.connect_points(4, 3, false)\n" +"astar.connect_points(1, 4, false)\n" +"\n" +"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" +"[/gdscript]\n" +"[csharp]\n" +"var astar = new AStar2D();\n" +"astar.AddPoint(1, new Vector2(0, 0));\n" +"astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" +"astar.AddPoint(3, new Vector2(1, 1));\n" +"astar.AddPoint(4, new Vector2(2, 0));\n" +"\n" +"astar.ConnectPoints(1, 2, false);\n" +"astar.ConnectPoints(2, 3, false);\n" +"astar.ConnectPoints(4, 3, false);\n" +"astar.ConnectPoints(1, 4, false);\n" +"long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"If you change the 2nd point's weight to 3, then the result will be [code][1, " +"4, 3][/code] instead, because now even though the distance is longer, it's " +"\"easier\" to get through point 4 than through point 2." +msgstr "" +"Повертає масив з ідентифікаторами точок, які утворюють шлях, знайдений " +"AStar2D між заданими точками. Масив упорядковується від початкової до " +"кінцевої точки шляху. \n" +"Якщо немає дійсного шляху до цілі, а [параметр allow_partial_path] має " +"значення [code]true[/code], повертає шлях до точки, найближчої до цілі, яку " +"можна досягти. \n" +"[b]Примітка.[/b] Якщо [param allow_partial_path] має значення [code]true[/" +"code] і [param to_id] вимкнено, пошук може тривати надзвичайно довго. \n" +"[codeblocks] \n" +"[gdscript] \n" +"var liner = AStar2D.new() \n" +"astar.add_point(1, Vector2(0, 0)) \n" +"astar.add_point(2, Vector2(0, 1), 1) # Вага за замовчуванням 1 \n" +"astar.add_point(3, Vector2(1, 1)) \n" +"astar.add_point(4, Vector2(2, 0)) \n" +"\n" +"astar.connect_points(1, 2, false) \n" +"astar.connect_points(2, 3, false) \n" +"astar.connect_points(4, 3, false) \n" +"astar.connect_points(1, 4, false) \n" +"\n" +"var res = astar.get_id_path(1, 3) # Повертає [1, 2, 3] \n" +"[/gdscript] \n" +"[csharp] \n" +"var astar = new AStar2D(); \n" +"astar.AddPoint(1, новий вектор2(0, 0)); \n" +"astar.AddPoint(2, новий Vector2(0, 1), 1); // Вага за замовчуванням 1 \n" +"astar.AddPoint(3, новий Vector2(1, 1)); \n" +"astar.AddPoint(4, новий Vector2(2, 0)); \n" +"\n" +"astar.ConnectPoints(1, 2, false); \n" +"astar.ConnectPoints(2, 3, false); \n" +"astar.ConnectPoints(4, 3, false); \n" +"astar.ConnectPoints(1, 4, false); \n" +"long[] res = astar.GetIdPath(1, 3); // Повертає [1, 2, 3] \n" +"[/csharp] \n" +"[/codeblocks] \n" +"Якщо ви зміните вагу другої точки на 3, тоді результатом буде [code][1, 4, 3]" +"[/code], тому що тепер, навіть якщо відстань більша, «легше» пройти через " +"точку 4, ніж через точку 2." + msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." @@ -12084,7 +15698,7 @@ msgid "" msgstr "" "Повертає масив з ідентифікаторами точок, які утворюють з’єднання з даною " "точкою.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var astar = AStar2D.new()\n" " astar.add_point(1, Vector2(0, 0))\n" @@ -12099,15 +15713,15 @@ msgstr "" " [/gdscript]\n" " [csharp]\n" " var astar = new AStar2D();\n" -" astar.AddPoint(1, новий вектор2(0, 0));\n" -" astar.AddPoint(2, новий Vector2(0, 1));\n" -" astar.AddPoint(3, новий Vector2(1, 1));\n" -" astar.AddPoint(4, новий Vector2(2, 0));\n" +" astar.AddPoint(1, new Vector2(0, 0));\n" +" astar.AddPoint(2, new Vector2(0, 1));\n" +" astar.AddPoint(3, new Vector2(1, 1));\n" +" astar.AddPoint(4, new Vector2(2, 0));\n" "\n" " astar.ConnectPoints(1, 2, true);\n" " astar.ConnectPoints(1, 3, true);\n" "\n" -" довгі [] сусіди = astar.GetPointConnections(1); // Повертає [2, 3]\n" +" long[] neighbors = astar.GetPointConnections(1); // Повертає [2, 3]\n" " [/csharp]\n" " [/codeblocks]" @@ -12117,6 +15731,29 @@ msgstr "Повертає поточну кількість балів у пул msgid "Returns an array of all point IDs." msgstr "Повертає масив усіх ідентифікаторів точок." +msgid "" +"Returns an array with the points that are in the path found by AStar2D " +"between the given points. The array is ordered from the starting point to the " +"ending point of the path.\n" +"If there is no valid path to the target, and [param allow_partial_path] is " +"[code]true[/code], returns a path to the point closest to the target that can " +"be reached.\n" +"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " +"will return an empty array and will print an error message.\n" +"Additionally, when [param allow_partial_path] is [code]true[/code] and [param " +"to_id] is disabled the search may take an unusually long time to finish." +msgstr "" +"Повертає масив із точками, які знаходяться на шляху, знайденому AStar2D між " +"заданими точками. Масив упорядковується від початкової до кінцевої точки " +"шляху. \n" +"Якщо немає дійсного шляху до цілі, а [параметр allow_partial_path] має " +"значення [code]true[/code], повертає шлях до точки, найближчої до цілі, яку " +"можна досягти. \n" +"[b]Примітка.[/b] Цей метод не є потокобезпечним. Якщо викликати з [Thread], " +"він поверне порожній масив і виведе повідомлення про помилку. \n" +"Крім того, коли [param allow_partial_path] має значення [code]true[/code] і " +"[param to_id] вимкнено, пошук може тривати надзвичайно довго." + msgid "Returns the position of the point associated with the given [param id]." msgstr "Повертає положення точки, пов’язаної з заданим [param id]." @@ -12138,6 +15775,15 @@ msgid "" "Removes the point associated with the given [param id] from the points pool." msgstr "Вилучає точку, пов’язану з заданим [param id], із пулу точок." +msgid "" +"Reserves space internally for [param num_nodes] points. Useful if you're " +"adding a known large number of points at once, such as points on a grid. The " +"new capacity must be greater or equal to the old capacity." +msgstr "" +"Резервує внутрішній простір для точок [param num_nodes]. Корисно, якщо ви " +"додаєте відому велику кількість точок одночасно, наприклад точок на сітці. " +"Нова потужність має бути більшою або дорівнювати старій потужності." + msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." @@ -12166,6 +15812,155 @@ msgstr "" "Реалізація A* для пошуку найкоротшого шляху між двома вершинами на зв’язному " "графі в тривимірному просторі." +msgid "" +"A* (A star) is a computer algorithm used in pathfinding and graph traversal, " +"the process of plotting short paths among vertices (points), passing through " +"a given set of edges (segments). It enjoys widespread use due to its " +"performance and accuracy. Godot's A* implementation uses points in 3D space " +"and Euclidean distances by default.\n" +"You must add points manually with [method add_point] and create segments " +"manually with [method connect_points]. Once done, you can test if there is a " +"path between two points with the [method are_points_connected] function, get " +"a path containing indices by [method get_id_path], or one containing actual " +"coordinates with [method get_point_path].\n" +"It is also possible to use non-Euclidean distances. To do so, create a script " +"that extends [AStar3D] and override the methods [method _compute_cost] and " +"[method _estimate_cost]. Both should take two point IDs and return the " +"distance between the corresponding points.\n" +"[b]Example:[/b] Use Manhattan distance instead of Euclidean distance:\n" +"[codeblocks]\n" +"[gdscript]\n" +"class_name MyAStar3D\n" +"extends AStar3D\n" +"\n" +"func _compute_cost(u, v):\n" +" var u_pos = get_point_position(u)\n" +" var v_pos = get_point_position(v)\n" +" return abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " +"v_pos.z)\n" +"\n" +"func _estimate_cost(u, v):\n" +" var u_pos = get_point_position(u)\n" +" var v_pos = get_point_position(v)\n" +" return abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " +"v_pos.z)\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"\n" +"[GlobalClass]\n" +"public partial class MyAStar3D : AStar3D\n" +"{\n" +" public override float _ComputeCost(long fromId, long toId)\n" +" {\n" +" Vector3 fromPoint = GetPointPosition(fromId);\n" +" Vector3 toPoint = GetPointPosition(toId);\n" +"\n" +" return Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " +"toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" +" }\n" +"\n" +" public override float _EstimateCost(long fromId, long toId)\n" +" {\n" +" Vector3 fromPoint = GetPointPosition(fromId);\n" +" Vector3 toPoint = GetPointPosition(toId);\n" +" return Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " +"toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z);\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[method _estimate_cost] should return a lower bound of the distance, i.e. " +"[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " +"hint to the algorithm because the custom [method _compute_cost] might be " +"computation-heavy. If this is not the case, make [method _estimate_cost] " +"return the same value as [method _compute_cost] to provide the algorithm with " +"the most accurate information.\n" +"If the default [method _estimate_cost] and [method _compute_cost] methods are " +"used, or if the supplied [method _estimate_cost] method returns a lower bound " +"of the cost, then the paths returned by A* will be the lowest-cost paths. " +"Here, the cost of a path equals the sum of the [method _compute_cost] results " +"of all segments in the path multiplied by the [code]weight_scale[/code]s of " +"the endpoints of the respective segments. If the default methods are used and " +"the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], " +"then this equals the sum of Euclidean distances of all segments in the path." +msgstr "" +"A* (A star) — це комп’ютерний алгоритм, який використовується для пошуку " +"шляху та обходу графа, процесу побудови коротких шляхів між вершинами " +"(точками), що проходять через заданий набір ребер (сегментів). Він отримав " +"широке застосування завдяки своїй продуктивності та точності. Реалізація " +"Godot A* за замовчуванням використовує точки в 3D просторі та евклідові " +"відстані. \n" +"Ви повинні додати точки вручну за допомогою [method add_point] і створити " +"сегменти вручну за допомогою [method connect_points]. Після цього ви можете " +"перевірити, чи існує шлях між двома точками за допомогою функції [method " +"are_points_connected], отримати шлях, що містить індекси, за допомогою " +"[method get_id_path] або той, що містить фактичні координати, за допомогою " +"[method get_point_path]. \n" +"Також можна використовувати неевклідові відстані. Для цього створіть " +"сценарій, який розширює [AStar3D] і перевизначте методи [method " +"_compute_cost] і [method _estimate_cost]. Обидва мають брати два " +"ідентифікатори точок і повертати відстань між відповідними точками. \n" +"[b]Приклад:[/b] Використовуйте манхеттенську відстань замість евклідової " +"відстані: \n" +"[codeblock] \n" +"[gdscript] \n" +"class_name MyAStar3D \n" +"extends AStar3D \n" +"\n" +"func _compute_cost(u, v): \n" +" var u_pos = get_point_position(u) \n" +" var v_pos = get_point_position(v) \n" +" повернути abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " +"v_pos.z) \n" +"\n" +"func _estimate_cost(u, v): \n" +" var u_pos = get_point_position(u) \n" +" var v_pos = get_point_position(v) \n" +" return abs(u_pos.x - v_pos.x) + abs(u_pos.y - v_pos.y) + abs(u_pos.z - " +"v_pos.z) \n" +"[/gdscript] \n" +"[csharp] \n" +"Using Godot;\n" +"\n" +"[Globalclass] \n" +"public partial class MyAStar3D : AStar3D \n" +"{\n" +" public override float _ComputeCost(long fromId, long toId) \n" +" { \n" +" Vector3 fromPoint = GetPointPosition(fromId); \n" +" Vector3 toPoint = GetPointPosition(toId); \n" +"\n" +" return Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " +"toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z); \n" +" } \n" +"\n" +" public override float _EstimateCost(long fromId, long toId) \n" +" { \n" +" Vector3 fromPoint = GetPointPosition(fromId); \n" +" Vector3 toPoint = GetPointPosition(toId); \n" +" return Mathf.Abs(fromPoint.X - toPoint.X) + Mathf.Abs(fromPoint.Y - " +"toPoint.Y) + Mathf.Abs(fromPoint.Z - toPoint.Z); \n" +" } \n" +"}\n" +"[/csharp] \n" +"[/codeblocks] \n" +"[метод _estimate_cost] має повертати нижню межу відстані, тобто " +"[код]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. Це слугує підказкою " +"для алгоритму, оскільки спеціальний [method _compute_cost] може бути важким " +"для обчислення. Якщо це не так, змусьте [method _estimate_cost] повертати те " +"саме значення, що й [method _compute_cost], щоб надати алгоритму найточнішу " +"інформацію. \n" +"Якщо використовуються методи за замовчуванням [method _estimate_cost] і " +"[method _compute_cost] або якщо наданий метод [method _estimate_cost] " +"повертає нижню межу вартості, тоді шляхи, які повертає A*, будуть шляхами з " +"найнижчою вартістю. Тут вартість шляху дорівнює сумі результатів [method " +"_compute_cost] усіх сегментів у шляху, помноженій на [code]weight_scale[/" +"code] кінцевих точок відповідних сегментів. Якщо використовуються методи за " +"замовчуванням і [code]weight_scale[/code]s усіх точок встановлено на " +"[code]1.0[/code], тоді це дорівнює сумі евклідових відстаней усіх сегментів " +"шляху." + msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar3D] class." @@ -12210,15 +16005,15 @@ msgstr "" "визначення загальної вартості подорожі по сегменту від сусідньої точки до " "цієї точки. Таким чином, за інших рівних умов алгоритм віддає перевагу точкам " "із нижчими параметрами [param weight_scale] для формування шляху.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var astar = AStar3D.new()\n" " astar.add_point(1, Vector3(1, 0, 0), 4) # Додає точку (1, 0, 0) з " "weight_scale 4 та id 1\n" " [/gdscript]\n" " [csharp]\n" -" var astar = новий AStar3D();\n" -" astar.AddPoint(1, новий Vector3(1, 0, 0), 4); // Додає точку (1, 0, 0) з " +" var astar = new AStar3D();\n" +" astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Додає точку (1, 0, 0) з " "weight_scale 4 та id 1\n" " [/csharp]\n" " [/codeblocks]\n" @@ -12256,7 +16051,7 @@ msgstr "" "Створює відрізок між заданими точками. Якщо [param bidirectional] має " "значення [code]false[/code], дозволено лише рух від [param id] до [param " "to_id], а не у зворотному напрямку.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var astar = AStar3D.new()\n" " astar.add_point(1, Vector3(1, 1, 0))\n" @@ -12264,9 +16059,9 @@ msgstr "" " astar.connect_points(1, 2, false)\n" " [/gdscript]\n" " [csharp]\n" -" var astar = новий AStar3D();\n" -" astar.AddPoint(1, новий Vector3(1, 1, 0));\n" -" astar.AddPoint(2, новий Vector3(0, 5, 0));\n" +" var astar = new AStar3D();\n" +" astar.AddPoint(1, new Vector3(1, 1, 0));\n" +" astar.AddPoint(2, new Vector3(0, 5, 0));\n" " astar.ConnectPoints(1, 2, false);\n" " [/csharp]\n" " [/codeblocks]" @@ -12297,7 +16092,7 @@ msgid "" msgstr "" "Повертає найближчу позицію до [param to_position], яка знаходиться всередині " "сегмента між двома сполученими точками.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var astar = AStar3D.new()\n" " astar.add_point(1, Vector3(0, 0, 0))\n" @@ -12307,9 +16102,9 @@ msgstr "" "(0, 3, 0)\n" " [/gdscript]\n" " [csharp]\n" -" var astar = новий AStar3D();\n" -" astar.AddPoint(1, новий Vector3(0, 0, 0));\n" -" astar.AddPoint(2, новий Vector3(0, 5, 0));\n" +" var astar = new AStar3D();\n" +" astar.AddPoint(1, new Vector3(0, 0, 0));\n" +" astar.AddPoint(2, new Vector3(0, 5, 0));\n" " astar.ConnectPoints(1, 2);\n" " Vector3 res = astar.GetClosestPositionInSegment(новий Vector3(3, 3, 0)); // " "Повертає (0, 3, 0)\n" @@ -12318,6 +16113,87 @@ msgstr "" " Результат знаходиться в сегменті, який проходить від [code]y = 0[/code] до " "[code]y = 5[/code]. Це найближча позиція на відрізку до даної точки." +msgid "" +"Returns an array with the IDs of the points that form the path found by " +"AStar3D between the given points. The array is ordered from the starting " +"point to the ending point of the path.\n" +"If there is no valid path to the target, and [param allow_partial_path] is " +"[code]true[/code], returns a path to the point closest to the target that can " +"be reached.\n" +"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " +"to_id] is disabled the search may take an unusually long time to finish.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var astar = AStar3D.new()\n" +"astar.add_point(1, Vector3(0, 0, 0))\n" +"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" +"astar.add_point(3, Vector3(1, 1, 0))\n" +"astar.add_point(4, Vector3(2, 0, 0))\n" +"\n" +"astar.connect_points(1, 2, false)\n" +"astar.connect_points(2, 3, false)\n" +"astar.connect_points(4, 3, false)\n" +"astar.connect_points(1, 4, false)\n" +"\n" +"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" +"[/gdscript]\n" +"[csharp]\n" +"var astar = new AStar3D();\n" +"astar.AddPoint(1, new Vector3(0, 0, 0));\n" +"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" +"astar.AddPoint(3, new Vector3(1, 1, 0));\n" +"astar.AddPoint(4, new Vector3(2, 0, 0));\n" +"astar.ConnectPoints(1, 2, false);\n" +"astar.ConnectPoints(2, 3, false);\n" +"astar.ConnectPoints(4, 3, false);\n" +"astar.ConnectPoints(1, 4, false);\n" +"long[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"If you change the 2nd point's weight to 3, then the result will be [code][1, " +"4, 3][/code] instead, because now even though the distance is longer, it's " +"\"easier\" to get through point 4 than through point 2." +msgstr "" +"Повертає масив з ідентифікаторами точок, які утворюють шлях, знайдений " +"AStar3D між заданими точками. Масив упорядковується від початкової до " +"кінцевої точки шляху. \n" +"Якщо немає дійсного шляху до цілі, а [параметр allow_partial_path] має " +"значення [code]true[/code], повертає шлях до точки, найближчої до цілі, яку " +"можна досягти. \n" +"[b]Примітка.[/b] Якщо [param allow_partial_path] має значення [code]true[/" +"code] і [param to_id] вимкнено, пошук може тривати надзвичайно довго. \n" +"[codeblocks] \n" +"[gdscript] \n" +"var liner = AStar3D.new() \n" +"astar.add_point(1, Vector3(0, 0, 0)) \n" +"astar.add_point(2, Vector3(0, 1, 0), 1) # Вага за замовчуванням 1 \n" +"astar.add_point(3, Vector3(1, 1, 0)) \n" +"astar.add_point(4, Vector3(2, 0, 0)) \n" +"\n" +"astar.connect_points(1, 2, false) \n" +"astar.connect_points(2, 3, false) \n" +"astar.connect_points(4, 3, false) \n" +"astar.connect_points(1, 4, false) \n" +"\n" +"var res = astar.get_id_path(1, 3) # Повертає [1, 2, 3] \n" +"[/gdscript] \n" +"[csharp] \n" +"var astar = new AStar3D(); \n" +"astar.AddPoint(1, new Vector3(0, 0, 0)); \n" +"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Вага за замовчуванням 1 \n" +"astar.AddPoint(3, new Vector3(1, 1, 0)); \n" +"astar.AddPoint(4, new Vector3(2, 0, 0)); \n" +"astar.ConnectPoints(1, 2, false); \n" +"astar.ConnectPoints(2, 3, false); \n" +"astar.ConnectPoints(4, 3, false); \n" +"astar.ConnectPoints(1, 4, false); \n" +"long[] res = astar.GetIdPath(1, 3); // Повертає [1, 2, 3] \n" +"[/csharp] \n" +"[/codeblocks] \n" +"Якщо ви зміните вагу другої точки на 3, тоді результатом буде [code][1, 4, 3]" +"[/code], тому що тепер, навіть якщо відстань більша, «легше» пройти через " +"точку 4, ніж через точку 2." + msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" @@ -12349,7 +16225,7 @@ msgid "" msgstr "" "Повертає масив з ідентифікаторами точок, які утворюють з’єднання з даною " "точкою.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var astar = AStar3D.new()\n" " astar.add_point(1, Vector3(0, 0, 0))\n" @@ -12363,18 +16239,41 @@ msgstr "" " var neighbours = astar.get_point_connections(1) # Повертає [2, 3]\n" " [/gdscript]\n" " [csharp]\n" -" var astar = новий AStar3D();\n" -" astar.AddPoint(1, новий Vector3(0, 0, 0));\n" -" astar.AddPoint(2, новий Vector3(0, 1, 0));\n" -" astar.AddPoint(3, новий Vector3(1, 1, 0));\n" -" astar.AddPoint(4, новий Vector3(2, 0, 0));\n" +" var astar = new AStar3D();\n" +" astar.AddPoint(1, new Vector3(0, 0, 0));\n" +" astar.AddPoint(2, new Vector3(0, 1, 0));\n" +" astar.AddPoint(3, new Vector3(1, 1, 0));\n" +" astar.AddPoint(4, new Vector3(2, 0, 0));\n" " astar.ConnectPoints(1, 2, true);\n" " astar.ConnectPoints(1, 3, true);\n" "\n" -" довгі [] сусіди = astar.GetPointConnections(1); // Повертає [2, 3]\n" +" long[] neighbors = astar.GetPointConnections(1); // Повертає [2, 3]\n" " [/csharp]\n" " [/codeblocks]" +msgid "" +"Returns an array with the points that are in the path found by AStar3D " +"between the given points. The array is ordered from the starting point to the " +"ending point of the path.\n" +"If there is no valid path to the target, and [param allow_partial_path] is " +"[code]true[/code], returns a path to the point closest to the target that can " +"be reached.\n" +"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " +"will return an empty array and will print an error message.\n" +"Additionally, when [param allow_partial_path] is [code]true[/code] and [param " +"to_id] is disabled the search may take an unusually long time to finish." +msgstr "" +"Повертає масив із точками, які знаходяться на шляху, знайденому AStar3D між " +"заданими точками. Масив упорядковується від початкової до кінцевої точки " +"шляху. \n" +"Якщо немає дійсного шляху до цілі, а [параметр allow_partial_path] має " +"значення [code]true[/code], повертає шлях до точки, найближчої до цілі, яку " +"можна досягти. \n" +"[b]Примітка.[/b] Цей метод не є потокобезпечним. Якщо викликати з [Thread], " +"він поверне порожній масив і виведе повідомлення про помилку. \n" +"Крім того, коли [param allow_partial_path] має значення [code]true[/code] і " +"[param to_id] вимкнено, пошук може тривати надзвичайно довго." + msgid "" "Reserves space internally for [param num_nodes] points. Useful if you're " "adding a known large number of points at once, such as points on a grid. New " @@ -12391,6 +16290,73 @@ msgstr "" "Реалізація A* для пошуку найкоротшого шляху між двома точками на частковій " "двовимірній сітці." +msgid "" +"[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " +"grids. It is simpler to use because it doesn't require you to manually create " +"points and connect them together. This class also supports multiple types of " +"heuristics, modes for diagonal movement, and a jumping mode to speed up " +"calculations.\n" +"To use [AStarGrid2D], you only need to set the [member region] of the grid, " +"optionally set the [member cell_size], and then call the [method update] " +"method:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var astar_grid = AStarGrid2D.new()\n" +"astar_grid.region = Rect2i(0, 0, 32, 32)\n" +"astar_grid.cell_size = Vector2(16, 16)\n" +"astar_grid.update()\n" +"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints [(0, " +"0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" +"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # Prints " +"[(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" +"[/gdscript]\n" +"[csharp]\n" +"AStarGrid2D astarGrid = new AStarGrid2D();\n" +"astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" +"astarGrid.CellSize = new Vector2I(16, 16);\n" +"astarGrid.Update();\n" +"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // Prints " +"[(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)]\n" +"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " +"Prints [(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)]\n" +"[/csharp]\n" +"[/codeblocks]\n" +"To remove a point from the pathfinding grid, it must be set as \"solid\" with " +"[method set_point_solid]." +msgstr "" +"[AStarGrid2D] — це варіант [AStar2D], який спеціалізується на часткових " +"двовимірних сітках. Його простіше використовувати, оскільки не потрібно " +"вручну створювати точки та з’єднувати їх разом. Цей клас також підтримує " +"кілька типів евристик, режими діагонального переміщення та режим стрибків для " +"прискорення обчислень.\n" +" Щоб використовувати [AStarGrid2D], вам потрібно лише встановити [member " +"region] сітки, за бажанням [member cell_size], а потім викликати метод " +"[method update]:\n" +" [codeblocks]\n" +" [gdscript]\n" +" var astar_grid = AStarGrid2D.new()\n" +" astar_grid.region = Rect2i(0, 0, 32, 32)\n" +" astar_grid.cell_size = Vector2(16, 16)\n" +" astar_grid.update()\n" +" print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # друкує (0, " +"0), (1, 1), (2, 2), (3, 3), (3, 4)\n" +" print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # друкує " +"(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" +" [/gdscript]\n" +" [csharp]\n" +" AStarGrid2D astarGrid = new AStarGrid2D();\n" +" astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" +" astarGrid.CellSize = new Vector2I(16, 16);\n" +" astarGrid.Update();\n" +" GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // " +"виводить (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" +" GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " +"виводить (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" +" [/csharp]\n" +" [/codeblocks]\n" +" Щоб видалити точку з сітки пошуку контурів, її потрібно встановити як " +"«суцільну» за допомогою [методу set_point_solid]." + msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStarGrid2D] class." @@ -12434,6 +16400,57 @@ msgstr "" " [b]Примітка: [/b] Виклик [method update] не потрібен після виклику цієї " "функції." +msgid "" +"Returns an array with the IDs of the points that form the path found by " +"AStar2D between the given points. The array is ordered from the starting " +"point to the ending point of the path.\n" +"If there is no valid path to the target, and [param allow_partial_path] is " +"[code]true[/code], returns a path to the point closest to the target that can " +"be reached.\n" +"[b]Note:[/b] When [param allow_partial_path] is [code]true[/code] and [param " +"to_id] is solid the search may take an unusually long time to finish." +msgstr "" +"Повертає масив з ідентифікаторами точок, які утворюють шлях, знайдений " +"AStar2D між заданими точками. Масив упорядковується від початкової до " +"кінцевої точки шляху. \n" +"Якщо немає дійсного шляху до цілі, а [параметр allow_partial_path] має " +"значення [code]true[/code], повертає шлях до точки, найближчої до цілі, яку " +"можна досягти. \n" +"[b]Примітка.[/b] Якщо [param allow_partial_path] має значення [code]true[/" +"code] і [param to_id] твердо, пошук може тривати надзвичайно довго." + +msgid "" +"Returns an array of dictionaries with point data ([code]id[/code]: " +"[Vector2i], [code]position[/code]: [Vector2], [code]solid[/code]: [bool], " +"[code]weight_scale[/code]: [float]) within a [param region]." +msgstr "" +"Повертає масив словників із точковими даними ([code]id[/code]: [Vector2i], " +"[code]position[/code]: [Vector2], [code]solid[/code]: [bool], " +"[code]weight_scale[/code]: [float]) у [області param]." + +msgid "" +"Returns an array with the points that are in the path found by [AStarGrid2D] " +"between the given points. The array is ordered from the starting point to the " +"ending point of the path.\n" +"If there is no valid path to the target, and [param allow_partial_path] is " +"[code]true[/code], returns a path to the point closest to the target that can " +"be reached.\n" +"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " +"will return an empty array and will print an error message.\n" +"Additionally, when [param allow_partial_path] is [code]true[/code] and [param " +"to_id] is solid the search may take an unusually long time to finish." +msgstr "" +"Повертає масив із точками, які знаходяться на шляху, знайденому [AStarGrid2D] " +"між заданими точками. Масив упорядковується від початкової до кінцевої точки " +"шляху. \n" +"Якщо немає дійсного шляху до цілі, а [параметр allow_partial_path] має " +"значення [code]true[/code], повертає шлях до точки, найближчої до цілі, яку " +"можна досягти. \n" +"[b]Примітка.[/b] Цей метод не є потокобезпечним. Якщо викликати з [Thread], " +"він поверне порожній масив і виведе повідомлення про помилку. \n" +"Крім того, коли [param allow_partial_path] має значення [code]true[/code] і " +"[param to_id] твердо, пошук може тривати надзвичайно довго." + msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." @@ -12595,10 +16612,10 @@ msgid "" msgstr "" "[url=https://en.wikipedia.org/wiki/Euclidean_distance]Евклідова евристика[/" "url], яка використовуватиметься для пошуку шляху за такою формулою:\n" -" [кодовий блок]\n" +" [codeblock]\n" " dx = abs(to_id.x - from_id.x)\n" -" dy = abs(до_id.y - від_id.y)\n" -" результат = sqrt(dx * dx + dy * dy)\n" +" dy = abs(to_id.y - from_id.y)\n" +" resuit = sqrt(dx * dx + dy * dy)\n" " [/codeblock]\n" " [b]Примітка: [/b] Це також внутрішня евристика, яка використовується в " "[AStar3D] і [AStar2D] за замовчуванням (із включенням можливої координати осі " @@ -12618,10 +16635,10 @@ msgid "" msgstr "" "[url=https://en.wikipedia.org/wiki/Taxicab_geometry]Манхеттенська евристика[/" "url], яка використовуватиметься для пошуку шляху за такою формулою:\n" -" [кодовий блок]\n" +" [codeblock]\n" " dx = abs(to_id.x - from_id.x)\n" -" dy = abs(до_id.y - від_id.y)\n" -" результат = dx + dy\n" +" dy = abs(to_id.y - from_id.y)\n" +" resuit = dx + dy\n" " [/codeblock]\n" " [b]Примітка:[/b] Ця евристика призначена для використання з 4-сторонніми " "ортогональними рухами, які забезпечуються встановленням [member " @@ -12638,11 +16655,11 @@ msgid "" "[/codeblock]" msgstr "" "Октильна евристика для пошуку шляху за такою формулою:\n" -" [кодовий блок]\n" +" [codeblock]\n" " dx = abs(to_id.x - from_id.x)\n" -" dy = abs(до_id.y - від_id.y)\n" +" dy = abs(to_id.y - from_id.y)\n" " f = sqrt(2) - 1\n" -" результат = (dx < dy) ? f * dx + dy : f * dy + dx;\n" +" resuit = (dx < dy) ? f * dx + dy : f * dy + dx;\n" " [/codeblock]" msgid "" @@ -12656,10 +16673,10 @@ msgid "" msgstr "" "[url=https://en.wikipedia.org/wiki/Chebyshev_distance]Евристика Чебишева[/" "url], яка буде використовуватися для пошуку шляху за такою формулою:\n" -" [кодовий блок]\n" +" [codeblock]\n" " dx = abs(to_id.x - from_id.x)\n" -" dy = abs(до_id.y - від_id.y)\n" -" результат = max(dx, dy)\n" +" dy = abs(to_id.y - from_id.y)\n" +" resuit = max(dx, dy)\n" " [/codeblock]" msgid "Represents the size of the [enum Heuristic] enum." @@ -12721,6 +16738,27 @@ msgstr "Представляє розмір переліку [enum CellShape]." msgid "A texture that crops out part of another Texture2D." msgstr "Текстура, яка вирізає частину іншої Texture2D." +msgid "" +"[Texture2D] resource that draws only part of its [member atlas] texture, as " +"defined by the [member region]. An additional [member margin] can also be " +"set, which is useful for small adjustments.\n" +"Multiple [AtlasTexture] resources can be cropped from the same [member " +"atlas]. Packing many smaller textures into a singular large texture helps to " +"optimize video memory costs and render calls.\n" +"[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and will " +"not tile properly in nodes such as [TextureRect] or [Sprite2D]. To tile an " +"[AtlasTexture], modify its [member region] instead." +msgstr "" +"Ресурс [Texture2D], який малює лише частину своєї текстури [member atlas], як " +"визначено [member region]. Також можна встановити додаткову [маржу члена], що " +"корисно для невеликих коригувань.\n" +" Кілька ресурсів [AtlasTexture] можна вирізати з одного [атласу-учасника]. " +"Упаковка багатьох менших текстур в єдину велику текстуру допомагає " +"оптимізувати витрати на відеопам’ять і рендеринг викликів.\n" +" [b]Примітка:[/b] [AtlasTexture] не можна використовувати в [AnimatedTexture] " +"і може неправильно розміщувати плитки в таких вузлах, як [TextureRect], коли " +"вони знаходяться в інших ресурсах [AtlasTexture]." + msgid "" "The texture that contains the atlas. Can be any type inheriting from " "[Texture2D], including another [AtlasTexture]." @@ -12814,16 +16852,16 @@ msgstr "" "Перевизначте цей метод, щоб налаштувати [AudioEffectInstance], створений, " "коли цей ефект застосовано до шини на панелі Audio редактора або за допомогою " "[method AudioServer.add_bus_effect].\n" -" [кодовий блок]\n" -" розширює AudioEffect\n" +" [codeblock]\n" +" extends AudioEffect\n" "\n" -" @export змінна сила = 4,0\n" +" @export var strength = 4,0\n" "\n" " func _instantiate():\n" " var effect = CustomAudioEffectInstance.new()\n" " effect.base = self\n" "\n" -" ефект повернення\n" +" return effect\n" " [/codeblock]\n" " [b]Примітка: [/b] Рекомендується зберегти посилання на оригінальний " "[AudioEffect] у новому екземплярі. Залежно від реалізації це дозволяє " @@ -12843,6 +16881,21 @@ msgstr "" "Величина підсилення в децибелах. Додатні значення роблять звук гучнішим, " "від’ємні – тихим. Значення може коливатися від -80 до 24." +msgid "" +"Amount of amplification as a linear value.\n" +"[b]Note:[/b] This member modifies [member volume_db] for convenience. The " +"returned value is equivalent to the result of [method @GlobalScope." +"db_to_linear] on [member volume_db]. Setting this member is equivalent to " +"setting [member volume_db] to the result of [method @GlobalScope." +"linear_to_db] on a value." +msgstr "" +"Величина підсилення як лінійна величина. \n" +"[b]Примітка:[/b] цей учасник змінює [member volume_db] для зручності. " +"Повернене значення еквівалентно результату [method @GlobalScope.db_to_linear] " +"на [member volume_db]. Налаштування цього члена еквівалентно встановленню " +"[member volume_db] для результату [method @GlobalScope.linear_to_db] для " +"значення." + msgid "Adds a band limit filter to the audio bus." msgstr "Додає фільтр обмеження смуги до аудіошини." @@ -13385,12 +17438,31 @@ msgstr "Дозволяє пропускати частоти, відмінні msgid "Threshold frequency for the filter, in Hz." msgstr "Порогова частота для фільтра, Гц." +msgid "" +"Steepness of the cutoff curve in dB per octave, also known as the order of " +"the filter. Higher orders have a more aggressive cutoff." +msgstr "" +"Крутизна кривої зрізу в дБ на октаву, також відома як порядок фільтра. Вищі " +"порядки мають більш агресивне відсічення." + msgid "Gain amount of the frequencies after the filter." msgstr "Посилення кількості частот після фільтра." msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "Рівень посилення в діапазоні частот поблизу частоти зрізу." +msgid "Cutting off at 6dB per octave." +msgstr "Відсікання при 6 дБ на октаву." + +msgid "Cutting off at 12dB per octave." +msgstr "Відсікання на рівні 12 дБ на октаву." + +msgid "Cutting off at 18dB per octave." +msgstr "Відсікання при 18 дБ на октаву." + +msgid "Cutting off at 24dB per octave." +msgstr "Відсікання при 24 дБ на октаву." + msgid "Adds a hard limiter audio effect to an Audio bus." msgstr "Додає звуковий ефект жорсткого обмежувача до звукової шини." @@ -13823,6 +17895,21 @@ msgstr "" "Аудіоефект, який можна використовувати для аудіо візуалізації в реальному " "часі." +msgid "" +"This audio effect does not affect sound output, but can be used for real-time " +"audio visualizations.\n" +"This resource configures an [AudioEffectSpectrumAnalyzerInstance], which " +"performs the actual analysis at runtime. An instance can be obtained with " +"[method AudioServer.get_bus_effect_instance].\n" +"See also [AudioStreamGenerator] for procedurally generating sounds." +msgstr "" +"Цей аудіоефект не впливає на вихід звуку, але його можна використовувати для " +"візуалізації звуку в реальному часі. \n" +"This resource configures an [AudioEffectSpectrumAnalyzerInstance], which " +"performs the actual analysis at runtime. An instance can be obtained with " +"[method AudioServer.get_bus_effect_instance].\n" +"Дивіться також [AudioStreamGenerator] для процедурної генерації звуків." + msgid "Audio Spectrum Visualizer Demo" msgstr "Демонстрація візуалізатора аудіоспектру" @@ -13848,6 +17935,17 @@ msgstr "" msgid "Queryable instance of an [AudioEffectSpectrumAnalyzer]." msgstr "Запитуваний екземпляр [AudioEffectSpectrumAnalyzer]." +msgid "" +"The runtime part of an [AudioEffectSpectrumAnalyzer], which can be used to " +"query the magnitude of a frequency range on its host bus.\n" +"An instance of this class can be obtained with [method AudioServer." +"get_bus_effect_instance]." +msgstr "" +"Частина часу виконання [AudioEffectSpectrumAnalyzer], яку можна " +"використовувати для запиту величини частотного діапазону на головній шині.\n" +" Екземпляр цього класу можна отримати за допомогою [методу AudioServer." +"get_bus_effect_instance]." + msgid "" "Returns the magnitude of the frequencies from [param from_hz] to [param " "to_hz] in linear energy as a Vector2. The [code]x[/code] component of the " @@ -13874,6 +17972,31 @@ msgstr "" "Аудіоефект, який можна використовувати для регулювання інтенсивності стерео " "панорамування." +msgid "" +"Amplifies the difference between stereo channels, increasing or decreasing " +"existing panning. A value of 0.0 will downmix stereo to mono. Does not affect " +"a mono signal." +msgstr "" +"Посилює різницю між стереоканалами, збільшуючи або зменшуючи наявне " +"панорамування. Значення 0,0 зменшить стерео до моно. Не впливає на моно " +"сигнал." + +msgid "" +"Widens sound stage through phase shifting in conjunction with [member " +"time_pullout_ms]. Just pans sound to the left channel if [member " +"time_pullout_ms] is 0." +msgstr "" +"Розширює звукову сцену за допомогою фазового зсуву в поєднанні з [member " +"time_pullout_ms]. Просто панорамує звук до лівого каналу, якщо [member " +"time_pullout_ms] дорівнює 0." + +msgid "" +"Widens sound stage through phase shifting in conjunction with [member " +"surround]. Just delays the right channel if [member surround] is 0." +msgstr "" +"Розширює звукову сцену завдяки фазовому зсуву в поєднанні з [member " +"surround]. Просто затримує правий канал, якщо [member surround] дорівнює 0." + msgid "Overrides the location sounds are heard from." msgstr "Перекриває звуки розташування." @@ -14031,6 +18154,30 @@ msgstr "Повертає назву шини, на яку надсилає ши msgid "Returns the volume of the bus at index [param bus_idx] in dB." msgstr "Повертає гучність шини за індексом [param bus_idx] у дБ." +msgid "" +"Returns the volume of the bus at index [param bus_idx] as a linear value.\n" +"[b]Note:[/b] The returned value is equivalent to the result of [method " +"@GlobalScope.db_to_linear] on the result of [method get_bus_volume_db]." +msgstr "" +"Повертає гучність шини за індексом [param bus_idx] як лінійне значення. \n" +"[b]Примітка:[/b] Повернене значення еквівалентно результату [методу " +"@GlobalScope.db_to_linear] щодо результату [методу get_bus_volume_db]." + +msgid "" +"Returns the name of the current audio driver. The default usually depends on " +"the operating system, but may be overridden via the [code]--audio-driver[/" +"code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line " +"argument[/url]. [code]--headless[/code] also automatically sets the audio " +"driver to [code]Dummy[/code]. See also [member ProjectSettings.audio/driver/" +"driver]." +msgstr "" +"Повертає назву поточного звукового драйвера. Значення за замовчуванням " +"зазвичай залежить від операційної системи, але його можна змінити за " +"допомогою [code]--audio-driver[/code] [url=$DOCS_URL/tutorials/editor/" +"command_line_tutorial.html]аргументу командного рядка[/url]. [code]--" +"headless[/code] також автоматично встановлює аудіодрайвер на [code]Dummy[/" +"code]. Дивіться також [учасник ProjectSettings.audio/driver/driver]." + msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " @@ -14044,6 +18191,9 @@ msgstr "" "цього параметра, щоб дізнатися про застереження щодо дозволів і налаштувань " "конфіденційності операційної системи." +msgid "Returns the sample rate at the input of the [AudioServer]." +msgstr "Повертає частоту дискретизації на вході [AudioServer]." + msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Повертає частоту дискретизації на виході [AudioServer]." @@ -14149,6 +18299,25 @@ msgid "" "send]." msgstr "Підключає вихід шини [param bus_idx] до шини з назвою [param send]." +msgid "" +"Sets the volume in decibels of the bus at index [param bus_idx] to [param " +"volume_db]." +msgstr "" +"Встановлює гучність шини за індексом [param bus_idx] на [param volume_db]." + +msgid "" +"Sets the volume as a linear value of the bus at index [param bus_idx] to " +"[param volume_linear].\n" +"[b]Note:[/b] Using this method is equivalent to calling [method " +"set_bus_volume_db] with the result of [method @GlobalScope.linear_to_db] on a " +"value." +msgstr "" +"Встановлює гучність як лінійне значення шини за індексом [param bus_idx] до " +"[param volume_linear]. \n" +"[b]Примітка.[/b] Використання цього методу еквівалентно виклику [методу " +"set_bus_volume_db] із результатом [методу @GlobalScope.linear_to_db] для " +"значення." + msgid "" "If set to [code]true[/code], all instances of [AudioStreamPlayback] will call " "[method AudioStreamPlayback._tag_used_streams] every mix step.\n" @@ -14291,6 +18460,9 @@ msgstr "Звукові потоки" msgid "Audio Generator Demo" msgstr "Демонстрація аудіогенератора" +msgid "Override this method to return the bar beats of this stream." +msgstr "Перевизначте цей метод, щоб повернути такти цього потоку." + msgid "" "Overridable method. Should return the total number of beats of this audio " "stream. Used by the engine to determine the position of every beat.\n" @@ -14339,6 +18511,21 @@ msgstr "" "Перевизначте цей метод, щоб налаштувати назву, призначену цьому аудіопотоку. " "Не використовувався двигуном." +msgid "" +"Override this method to return [code]true[/code] if this stream has a loop." +msgstr "" +"Перевизначте цей метод, щоб повернути [code]true[/code], якщо цей потік має " +"цикл." + +msgid "" +"Override this method to customize the returned value of [method " +"instantiate_playback]. Should return a new [AudioStreamPlayback] created when " +"the stream is played (such as by an [AudioStreamPlayer])." +msgstr "" +"Перевизначте цей метод, щоб налаштувати значення, що повертається [method " +"instantiate_playback]. Має повертати новий [AudioStreamPlayback], створений " +"під час відтворення потоку (наприклад, [AudioStreamPlayer])." + msgid "" "Override this method to customize the returned value of [method " "is_monophonic]. Should return [code]true[/code] if this audio stream only " @@ -14396,6 +18583,147 @@ msgstr "Сигнал, який подається для сповіщення п msgid "An audio stream with utilities for procedural sound generation." msgstr "Аудіопотік з утилітами для процедурної генерації звуку." +msgid "" +"[AudioStreamGenerator] is a type of audio stream that does not play back " +"sounds on its own; instead, it expects a script to generate audio data for " +"it. See also [AudioStreamGeneratorPlayback].\n" +"Here's a sample on how to use it to generate a sine wave:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var playback # Will hold the AudioStreamGeneratorPlayback.\n" +"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" +"var pulse_hz = 440.0 # The frequency of the sound wave.\n" +"var phase = 0.0\n" +"\n" +"func _ready():\n" +" $AudioStreamPlayer.play()\n" +" playback = $AudioStreamPlayer.get_stream_playback()\n" +" fill_buffer()\n" +"\n" +"func fill_buffer():\n" +" var increment = pulse_hz / sample_hz\n" +" var frames_available = playback.get_frames_available()\n" +"\n" +" for i in range(frames_available):\n" +" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n" +" phase = fmod(phase + increment, 1.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"[Export] public AudioStreamPlayer Player { get; set; }\n" +"\n" +"private AudioStreamGeneratorPlayback _playback; // Will hold the " +"AudioStreamGeneratorPlayback.\n" +"private float _sampleHz;\n" +"private float _pulseHz = 440.0f; // The frequency of the sound wave.\n" +"private double phase = 0.0;\n" +"\n" +"public override void _Ready()\n" +"{\n" +" if (Player.Stream is AudioStreamGenerator generator) // Type as a " +"generator to access MixRate.\n" +" {\n" +" _sampleHz = generator.MixRate;\n" +" Player.Play();\n" +" _playback = (AudioStreamGeneratorPlayback)Player." +"GetStreamPlayback();\n" +" FillBuffer();\n" +" }\n" +"}\n" +"\n" +"public void FillBuffer()\n" +"{\n" +" float increment = _pulseHz / _sampleHz;\n" +" int framesAvailable = _playback.GetFramesAvailable();\n" +"\n" +" for (int i = 0; i < framesAvailable; i++)\n" +" {\n" +" _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf." +"Tau));\n" +" phase = Mathf.PosMod(phase + increment, 1.0);\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In the example above, the \"AudioStreamPlayer\" node must use an " +"[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function " +"provides audio data for approximating a sine wave.\n" +"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " +"spectrum analysis.\n" +"[b]Note:[/b] Due to performance constraints, this class is best used from C# " +"or from a compiled language via GDExtension. If you still want to use this " +"class from GDScript, consider using a lower [member mix_rate] such as 11,025 " +"Hz or 22,050 Hz." +msgstr "" +"[AudioStreamGenerator] is a type of audio stream that does not play back " +"sounds on its own; instead, it expects a script to generate audio data for " +"it. See also [AudioStreamGeneratorPlayback].\n" +"Ось приклад того, як використовувати його для генерації синусоїди: \n" +"[codeblocks] \n" +"[gdscript] \n" +"var playback # Will hold the AudioStreamGeneratorPlayback.\n" +"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate \n" +"var pulse_hz = 440.0 # Частота звукової хвилі. \n" +"змінна фаза = 0,0 \n" +"\n" +"func _ready(): \n" +" $AudioStreamPlayer.play() \n" +" play = $AudioStreamPlayer.get_stream_playback() \n" +" fill_buffer() \n" +"\n" +"func fill_buffer(): \n" +" var increment = pulse_hz / sample_hz \n" +" var frames_available = playback.get_frames_available() \n" +"\n" +" for i in range (frames_available): \n" +" playback.push_frame(Vector2.ONE * sin(phase * TAU)) \n" +" фаза = fmod(фаза + приріст, 1,0) \n" +"[/gdscript] \n" +"[csharp] \n" +"[Export] public AudioStreamPlayer Player { get; set; } \n" +"\n" +"private AudioStreamGeneratorPlayback _playback; // Will hold the " +"AudioStreamGeneratorPlayback.\n" +"private float _sampleHz; \n" +"private float _pulseHz = 440.0f; // Частота звукової хвилі. \n" +"private double phase = 0,0; \n" +"\n" +"public override void _Ready() \n" +"{\n" +" if (Player.Stream is AudioStreamGenerator generator) // Введіть як " +"генератор для доступу до MixRate. \n" +" { \n" +" _sampleHz = generator.MixRate; \n" +" Player.Play(); \n" +" _playback = (AudioStreamGeneratorPlayback)Player." +"GetStreamPlayback();\n" +" FillBuffer(); \n" +" } \n" +"}\n" +"\n" +"public void FillBuffer() \n" +"{\n" +" float increment = _pulseHz / _sampleHz; \n" +" int framesAvailable = _playback.GetFramesAvailable(); \n" +"\n" +" for (int i = 0; i < framesAvailable; i++) \n" +" { \n" +" _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf." +"Tau)); \n" +" phase = Mathf.PosMod(phase + increment, 1,0); \n" +" } \n" +"}\n" +"[/csharp] \n" +"[/codeblocks] \n" +"У наведеному вище прикладі вузол «AudioStreamPlayer» повинен використовувати " +"[AudioStreamGenerator] як свій потік. Функція [code]fill_buffer[/code] надає " +"аудіодані для апроксимації синусоїди. \n" +"Дивіться також [AudioEffectSpectrumAnalyzer] для виконання спектрального " +"аналізу звуку в реальному часі. \n" +"[b]Примітка:[/b] через обмеження продуктивності цей клас найкраще " +"використовувати з C# або зі скомпільованої мови через GDExtension. Якщо ви " +"все ще хочете використовувати цей клас із GDScript, подумайте про " +"використання нижчої [member mix_rate], наприклад 11 025 Гц або 22 050 Гц." + msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, resulting " @@ -14419,20 +18747,53 @@ msgid "" "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " "generating lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " -"quality." +"quality.\n" +"[b]Note:[/b] [AudioStreamGenerator] is not automatically resampling input " +"data, to produce expected result [member mix_rate_mode] should match the " +"sampling rate of input data.\n" +"[b]Note:[/b] If you are using [AudioEffectCapture] as the source of your " +"data, set [member mix_rate_mode] to [constant MIX_RATE_INPUT] or [constant " +"MIX_RATE_OUTPUT] to automatically match current [AudioServer] mixing rate." msgstr "" "Частота дискретизації для використання (у Гц). Вищі значення вимагають від " -"процесора генерування, але це призводить до кращої якості.\n" -" В іграх стандартні частоти дискретизації: [code]11025[/code], [code]16000[/" +"процесора генерувати більше, але це призводить до кращої якості. \n" +"В іграх стандартні частоти дискретизації: [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code] і " -"[code]48000[/code].\n" -" Згідно з [url=https://en.wikipedia.org/wiki/" -"Nyquist%E2%80%93Shannon_sampling_theorem]теоремою вибірки Найквіста-Шеннона[/" -"url], немає жодної різниці в якості людського слуху, коли частота перевищує " -"40 000 Гц ( оскільки більшість людей можуть чути лише ~20 000 Гц, часто " -"менше). Якщо ви створюєте низькі звуки, як-от голоси, можна використовувати " -"нижчу частоту дискретизації, наприклад [code]32000[/code] або [code]22050[/" -"code] без втрати якості." +"[code]48000[/code]. \n" +"Згідно з [url=https://en.wikipedia.org/wiki/" +"Nyquist%E2%80%93Shannon_sampling_theorem]теоремою про вибірку Найквіста-" +"Шеннона[/url], якість людського слуху не змінюється при перевищенні 40 000 Гц " +"(оскільки більшість людей чують лише до ~20 000 Гц, часто менше). Якщо ви " +"створюєте низькі звуки, як-от голоси, можна використовувати нижчу частоту " +"дискретизації, наприклад [code]32000[/code] або [code]22050[/code] без втрати " +"якості. \n" +"[b]Примітка: [/b] [AudioStreamGenerator] не виконує автоматичну повторну " +"дискретизацію вхідних даних, щоб отримати очікуваний результат, [member " +"mix_rate_mode] має відповідати частоті дискретизації вхідних даних. \n" +"[b]Примітка.[/b] Якщо ви використовуєте [AudioEffectCapture] як джерело своїх " +"даних, установіть [member mix_rate_mode] на [constant MIX_RATE_INPUT] або " +"[constant MIX_RATE_OUTPUT], щоб автоматично відповідати поточній швидкості " +"змішування [AudioServer]." + +msgid "" +"Mixing rate mode. If set to [constant MIX_RATE_CUSTOM], [member mix_rate] is " +"used, otherwise current [AudioServer] mixing rate is used." +msgstr "" +"Швидкісний режим змішування. Якщо встановлено значення [constant " +"MIX_RATE_CUSTOM], використовується [member mix_rate], інакше використовується " +"поточна швидкість змішування [AudioServer]." + +msgid "Current [AudioServer] output mixing rate." +msgstr "Поточна швидкість змішування вихідного сигналу [AudioServer]." + +msgid "Current [AudioServer] input mixing rate." +msgstr "Поточна швидкість змішування вхідного сигналу [AudioServer]." + +msgid "Custom mixing rate, specified by [member mix_rate]." +msgstr "Спеціальна швидкість змішування, визначена [member mix_rate]." + +msgid "Maximum value for the mixing rate mode enum." +msgstr "Максимальне значення для режиму швидкості змішування enum." msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Відтворює звук, створений за допомогою [AudioStreamGenerator]." @@ -14500,6 +18861,27 @@ msgstr "" "ніж [method push_buffer] у C# та скомпільованих мовах через GDExtension, але " "[method push_frame] може бути [i]більш ефективним[/i] у GDScript." +msgid "" +"This is an audio stream that can playback music interactively, combining " +"clips and a transition table. Clips must be added first, and then the " +"transition rules via the [method add_transition]. Additionally, this stream " +"exports a property parameter to control the playback via [AudioStreamPlayer], " +"[AudioStreamPlayer2D], or [AudioStreamPlayer3D].\n" +"The way this is used is by filling a number of clips, then configuring the " +"transition table. From there, clips are selected for playback and the music " +"will smoothly go from the current to the new one while using the " +"corresponding transition rule defined in the transition table." +msgstr "" +"Це аудіопотік, який може відтворювати музику в інтерактивному режимі, " +"поєднуючи кліпи та таблицю переходів. Спершу потрібно додати кліпи, а правила " +"переходу — через [метод add_transition]. Крім того, цей потік експортує " +"параметр властивості для керування відтворенням через [AudioStreamPlayer], " +"[AudioStreamPlayer2D] або [AudioStreamPlayer3D].\n" +" Це використовується шляхом заповнення кількох кліпів, а потім налаштування " +"таблиці переходів. Звідти кліпи вибираються для відтворення, а музика плавно " +"переходитиме від поточного до нового, використовуючи відповідне правило " +"переходу, визначене в таблиці переходів." + msgid "" "Add a transition between two clips. Provide the indices of the source and " "destination clips, or use the [constant CLIP_ANY] constant to indicate that " @@ -14592,6 +18974,13 @@ msgstr "" "Повертає часову позицію призначення для переходу (див. [метод " "add_transition])." +msgid "" +"Returns [code]true[/code] if a given transition exists (was added via [method " +"add_transition])." +msgstr "" +"Повертає [code]true[/code], якщо певний перехід існує (був доданий через " +"[метод add_transition])." + msgid "" "Return whether a transition uses the [i]hold previous[/i] functionality (see " "[method add_transition])." @@ -14734,6 +19123,35 @@ msgstr "Демонстрація запису аудіо з мікрофона" msgid "MP3 audio stream driver." msgstr "Драйвер аудіопотоку mp3." +msgid "" +"MP3 audio stream driver. See [member data] if you want to load an MP3 file at " +"run-time.\n" +"[b]Note:[/b] This class can optionally support legacy MP1 and MP2 formats, " +"provided that the engine is compiled with the " +"[code]minimp3_extra_formats=yes[/code] SCons option. These extra formats are " +"not enabled by default." +msgstr "" +"Драйвер аудіопотоку mp3. Перегляньте [дані про учасника], якщо ви хочете " +"завантажити файл MP3 під час виконання. \n" +"[b]Примітка: [/b] Цей клас може додатково підтримувати застарілі формати MP1 " +"і MP2 за умови, що механізм скомпільовано з опцією " +"[code]minimp3_extra_formats=yes[/code] SCons. Ці додаткові формати не " +"ввімкнено за умовчанням." + +msgid "" +"Creates a new [AudioStreamMP3] instance from the given buffer. The buffer " +"must contain MP3 data." +msgstr "" +"Створює новий екземпляр [AudioStreamMP3] із заданого буфера. Буфер повинен " +"містити дані MP3." + +msgid "" +"Creates a new [AudioStreamMP3] instance from the given file path. The file " +"must be in MP3 format." +msgstr "" +"Створює новий екземпляр [AudioStreamMP3] із указаного шляху до файлу. Файл " +"має бути у форматі MP3." + msgid "" "Contains the audio data in bytes.\n" "You can load a file without having to import it beforehand using the code " @@ -14763,22 +19181,21 @@ msgstr "" "наведений нижче фрагмент коду. Майте на увазі, що цей фрагмент завантажує " "весь файл у пам’ять і може бути не ідеальним для великих файлів (сотні " "мегабайт або більше).\n" -" [кодові блоки]\n" +" [codeblock]\n" " [gdscript]\n" " func load_mp3(шлях):\n" -" var file = FileAccess.open(шлях, FileAccess.READ)\n" +" var file = FileAccess.open(path, FileAccess.READ)\n" " var sound = AudioStreamMP3.new()\n" " sound.data = file.get_buffer(file.get_length())\n" -" повернення звуку\n" +" return sound\n" " [/gdscript]\n" " [csharp]\n" -" публічний AudioStreamMP3 LoadMP3(рядковий шлях)\n" +" public AudioStreamMP3 LoadMP3(string path)\n" " {\n" -" за допомогою var file = FileAccess.Open(path, FileAccess.ModeFlags." -"Read);\n" +" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" " var sound = new AudioStreamMP3();\n" " sound.Data = file.GetBuffer(file.GetLength());\n" -" повернення звуку;\n" +" return sound;\n" " }\n" " [/csharp]\n" " [/codeblocks]" @@ -14812,6 +19229,20 @@ msgstr "" msgid "Runtime file loading and saving" msgstr "Завантаження та збереження файлів під час виконання" +msgid "" +"Creates a new [AudioStreamOggVorbis] instance from the given buffer. The " +"buffer must contain Ogg Vorbis data." +msgstr "" +"Створює новий екземпляр [AudioStreamOggVorbis] із заданого буфера. Буфер має " +"містити дані Ogg Vorbis." + +msgid "" +"Creates a new [AudioStreamOggVorbis] instance from the given file path. The " +"file must be in Ogg Vorbis format." +msgstr "" +"Створює новий екземпляр [AudioStreamOggVorbis] із указаного шляху до файлу. " +"Файл має бути у форматі Ogg Vorbis." + msgid "" "If [code]true[/code], the audio will play again from the specified [member " "loop_offset] once it is done playing. Useful for ambient sounds and " @@ -14917,6 +19348,12 @@ msgstr "" "Плагіни редактора можуть використовувати цей метод, щоб \"тегувати\" поточну " "позицію вздовж аудіопотоку та відображати її у попередньому перегляді." +msgid "Returns the number of times the stream has looped." +msgstr "Повертає кількість циклів потоку." + +msgid "Returns the current position in the stream, in seconds." +msgstr "Повертає поточну позицію в потоці в секундах." + msgid "" "Returns the [AudioSamplePlayback] associated with this [AudioStreamPlayback] " "for playing back the audio sample of this stream." @@ -14924,6 +19361,27 @@ msgstr "" "Повертає [AudioSamplePlayback], пов’язаний із цим [AudioStreamPlayback] для " "відтворення зразка аудіо цього потоку." +msgid "Returns [code]true[/code] if the stream is playing." +msgstr "Повертає [code]true[/code], якщо потік відтворюється." + +msgid "" +"Mixes up to [param frames] of audio from the stream from the current " +"position, at a rate of [param rate_scale], advancing the stream.\n" +"Returns a [PackedVector2Array] where each element holds the left and right " +"channel volume levels of each frame.\n" +"[b]Note:[/b] Can return fewer frames than requested, make sure to use the " +"size of the return value." +msgstr "" +"Змішує до [param frames] аудіо з потоку з поточної позиції зі швидкістю " +"[param rate_scale], просуваючи потік вперед. \n" +"Повертає [PackedVector2Array], де кожен елемент містить рівні гучності лівого " +"та правого каналів кожного кадру. \n" +"[b]Примітка:[/b] може повернути менше кадрів, ніж запитувано, переконайтеся, " +"що використовуєте розмір поверненого значення." + +msgid "Seeks the stream at the given [param time], in seconds." +msgstr "Шукає потік у заданому [param time] у секундах." + msgid "" "Associates [AudioSamplePlayback] to this [AudioStreamPlayback] for playing " "back the audio sample of this stream." @@ -14931,6 +19389,12 @@ msgstr "" "Пов’язує [AudioSamplePlayback] із цим [AudioStreamPlayback] для відтворення " "зразка аудіо цього потоку." +msgid "Starts the stream from the given [param from_pos], in seconds." +msgstr "Початок потоку з указаного [param from_pos] за секунди." + +msgid "Stops the stream." +msgstr "Зупиняє потік." + msgid "Playback component of [AudioStreamInteractive]." msgstr "Компонент відтворення [AudioStreamInteractive]." @@ -14941,6 +19405,31 @@ msgstr "" "Компонент відтворення [AudioStreamInteractive]. Містить функції для зміни " "кліпу, який зараз відтворюється." +msgid "" +"Return the index of the currently playing clip. You can use this to get the " +"name of the currently playing clip with [method AudioStreamInteractive." +"get_clip_name].\n" +"[b]Example:[/b] Get the currently playing clip name from inside an " +"[AudioStreamPlayer] node.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var playing_clip_name = stream.get_clip_name(get_stream_playback()." +"get_current_clip_index())\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"Повертає індекс поточного кліпу. Ви можете використовувати це, щоб отримати " +"назву кліпу, який зараз відтворюється, за допомогою [методу " +"AudioStreamInteractive.get_clip_name]. \n" +"[b]Приклад:[/b] Отримайте назву кліпу, який зараз відтворюється, із вузла " +"[AudioStreamPlayer]. \n" +"[codeblocks] \n" +"[gdscript] \n" +"var playing_clip_name = stream.get_clip_name(get_stream_playback()." +"get_current_clip_index()) \n" +"[/gdscript] \n" +"[/codeblocks]" + msgid "Switch to a clip (by index)." msgstr "Перейти до кліпу (за індексом)." @@ -14968,6 +19457,15 @@ msgstr "" "[method AudioStreamPlayer2D.get_stream_playback] або [method Методи " "AudioStreamPlayer3D.get_stream_playback]." +msgid "" +"Returns [code]true[/code] if the stream associated with the given integer ID " +"is still playing. Check [method play_stream] for information on when this ID " +"becomes invalid." +msgstr "" +"Повертає [code]true[/code], якщо потік, пов’язаний із вказаним цілим " +"ідентифікатором, усе ще відтворюється. Перевірте [метод play_stream], щоб " +"дізнатися, коли цей ідентифікатор стає недійсним." + msgid "" "Play an [AudioStream] at a given offset, volume, pitch scale, playback type, " "and bus. Playback starts immediately.\n" @@ -15040,6 +19538,25 @@ msgstr "" " Якщо вам потрібно відтворити аудіо в певній позиції, замість цього " "використовуйте [AudioStreamPlayer2D] або [AudioStreamPlayer3D]." +msgid "" +"Returns the position in the [AudioStream] of the latest sound, in seconds. " +"Returns [code]0.0[/code] if no sounds are playing.\n" +"[b]Note:[/b] The position is not always accurate, as the [AudioServer] does " +"not mix audio every processed frame. To get more accurate results, add " +"[method AudioServer.get_time_since_last_mix] to the returned position.\n" +"[b]Note:[/b] This method always returns [code]0.0[/code] if the [member " +"stream] is an [AudioStreamInteractive], since it can have multiple clips " +"playing at once." +msgstr "" +"Повертає позицію в [AudioStream] останнього звуку в секундах. Повертає " +"[code]0.0[/code], якщо звуки не відтворюються. \n" +"[b]Примітка: [/b] Позиція не завжди точна, оскільки [AudioServer] не змішує " +"аудіо в кожному обробленому кадрі. Щоб отримати точніші результати, додайте " +"[метод AudioServer.get_time_since_last_mix] до повернутої позиції. \n" +"[b]Примітка.[/b] Цей метод завжди повертає [code]0.0[/code], якщо [потік " +"учасників] є [AudioStreamInteractive], оскільки він може одночасно " +"відтворювати кілька кліпів." + msgid "" "Returns the latest [AudioStreamPlayback] of this node, usually the most " "recently created by [method play]. If no sounds are playing, this method " @@ -15150,6 +19667,33 @@ msgstr "" "дерева або входу в нього, або цей вузол призупинено (див. [member Node." "process_mode])." +msgid "" +"Volume of sound, in decibels. This is an offset of the [member stream]'s " +"volume.\n" +"[b]Note:[/b] To convert between decibel and linear energy (like most volume " +"sliders do), use [member volume_linear], or [method @GlobalScope." +"db_to_linear] and [method @GlobalScope.linear_to_db]." +msgstr "" +"Гучність звуку, в децибелах. Це зміщення обсягу [потік учасників]. \n" +"[b]Примітка.[/b] Для перетворення між децибелами та лінійною енергією (як це " +"робить більшість повзунків гучності), використовуйте [member volume_linear] " +"або [method @GlobalScope.db_to_linear] і [method @GlobalScope.linear_to_db]." + +msgid "" +"Volume of sound, as a linear value.\n" +"[b]Note:[/b] This member modifies [member volume_db] for convenience. The " +"returned value is equivalent to the result of [method @GlobalScope." +"db_to_linear] on [member volume_db]. Setting this member is equivalent to " +"setting [member volume_db] to the result of [method @GlobalScope." +"linear_to_db] on a value." +msgstr "" +"Гучність звуку, як лінійна величина. \n" +"[b]Примітка:[/b] цей учасник змінює [member volume_db] для зручності. " +"Повернене значення еквівалентно результату [method @GlobalScope.db_to_linear] " +"на [member volume_db]. Налаштування цього члена еквівалентно встановленню " +"[member volume_db] для результату [method @GlobalScope.linear_to_db] для " +"значення." + msgid "" "Emitted when a sound finishes playing without interruptions. This signal is " "[i]not[/i] emitted when calling [method stop], or when exiting the tree while " @@ -15303,6 +19847,24 @@ msgstr "" "Якщо [code]true[/code], відтворення буде призупинено. Ви можете відновити " "його, встановивши для [member stream_paused] значення [code]false[/code]." +msgid "Base volume before attenuation, in decibels." +msgstr "Базова гучність до ослаблення, в децибелах." + +msgid "" +"Base volume before attenuation, as a linear value.\n" +"[b]Note:[/b] This member modifies [member volume_db] for convenience. The " +"returned value is equivalent to the result of [method @GlobalScope." +"db_to_linear] on [member volume_db]. Setting this member is equivalent to " +"setting [member volume_db] to the result of [method @GlobalScope." +"linear_to_db] on a value." +msgstr "" +"Базовий об’єм до ослаблення, як лінійне значення. \n" +"[b]Примітка:[/b] цей учасник змінює [member volume_db] для зручності. " +"Повернене значення еквівалентно результату [method @GlobalScope.db_to_linear] " +"на [member volume_db]. Налаштування цього члена еквівалентно встановленню " +"[member volume_db] для результату [method @GlobalScope.linear_to_db] для " +"значення." + msgid "Emitted when the audio stops playing." msgstr "Видається, коли звук припиняється." @@ -15466,6 +20028,21 @@ msgstr "" msgid "The base sound level before attenuation, in decibels." msgstr "Базовий рівень звуку до загасання, в децибелах." +msgid "" +"The base sound level before attenuation, as a linear value.\n" +"[b]Note:[/b] This member modifies [member volume_db] for convenience. The " +"returned value is equivalent to the result of [method @GlobalScope." +"db_to_linear] on [member volume_db]. Setting this member is equivalent to " +"setting [member volume_db] to the result of [method @GlobalScope." +"linear_to_db] on a value." +msgstr "" +"Базовий рівень звуку до загасання, як лінійне значення. \n" +"[b]Примітка:[/b] цей учасник змінює [member volume_db] для зручності. " +"Повернене значення еквівалентно результату [method @GlobalScope.db_to_linear] " +"на [member volume_db]. Налаштування цього члена еквівалентно встановленню " +"[member volume_db] для результату [method @GlobalScope.linear_to_db] для " +"значення." + msgid "Attenuation of loudness according to linear distance." msgstr "Зниження гучності відповідно до лінійної відстані." @@ -15676,6 +20253,17 @@ msgid "" msgstr "" "Потік, який можна оснастити допотоками, які відтворюватимуться синхронно." +msgid "" +"This is a stream that can be fitted with sub-streams, which will be played in-" +"sync. The streams begin at exactly the same time when play is pressed, and " +"will end when the last of them ends. If one of the sub-streams loops, then " +"playback will continue." +msgstr "" +"Це потік, який можна оснастити допотоками, які відтворюватимуться синхронно. " +"Потоки починаються точно в той самий час, коли натиснуто кнопку відтворення, " +"і закінчуються, коли закінчується остання з них. Якщо один із підпотоків " +"зациклюється, відтворення продовжиться." + msgid "Get one of the synchronized streams, by index." msgstr "Отримайте один із синхронізованих потоків за індексом." @@ -15714,9 +20302,102 @@ msgstr "" "аудіоданих PCM. Дивіться також [AudioStreamGenerator] для процедурної " "генерації аудіо." +msgid "" +"Creates a new [AudioStreamWAV] instance from the given buffer. The buffer " +"must contain WAV data.\n" +"The keys and values of [param options] match the properties of " +"[ResourceImporterWAV]. The usage of [param options] is identical to [method " +"AudioStreamWAV.load_from_file]." +msgstr "" +"Створює новий екземпляр [AudioStreamWAV] із заданого буфера. Буфер повинен " +"містити дані WAV. \n" +"Ключі та значення [param options] відповідають властивостям " +"[ResourceImporterWAV]. Використання [param options] ідентично [method " +"AudioStreamWAV.load_from_file]." + +msgid "" +"Creates a new [AudioStreamWAV] instance from the given file path. The file " +"must be in WAV format.\n" +"The keys and values of [param options] match the properties of " +"[ResourceImporterWAV].\n" +"[b]Example:[/b] Load the first file dropped as a WAV and play it:\n" +"[codeblock]\n" +"@onready var audio_player = $AudioStreamPlayer\n" +"\n" +"func _ready():\n" +" get_window().files_dropped.connect(_on_files_dropped)\n" +"\n" +"func _on_files_dropped(files):\n" +" if files[0].get_extension() == \"wav\":\n" +" audio_player.stream = AudioStreamWAV.load_from_file(files[0], {\n" +" \"force/max_rate\": true,\n" +" \"force/max_rate_hz\": 11025\n" +" })\n" +" audio_player.play()\n" +"[/codeblock]" +msgstr "" +"Створює новий екземпляр [AudioStreamWAV] із указаного шляху до файлу. Файл " +"має бути у форматі WAV. \n" +"Ключі та значення [param options] відповідають властивостям " +"[ResourceImporterWAV]. \n" +"[b]Приклад:[/b] Завантажте перший вилучений файл як WAV і відтворіть його: \n" +"[codeblock] \n" +"@onready var audio_player = $AudioStreamPlayer \n" +"\n" +"func _ready(): \n" +" get_window().files_dropped.connect(_on_files_dropped) \n" +"\n" +"func _on_files_dropped(файли): \n" +" if files[0].get_extension() == \"wav\": \n" +" audio_player.stream = AudioStreamWAV.load_from_file(файли[0], { \n" +" \"force/max_rate\": правда, \n" +" \"force/max_rate_hz\": 11025 \n" +" }) \n" +" audio_player.play() \n" +"[/codeblock]" + +msgid "" +"Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " +"ADPCM or Quite OK Audio formats can't be saved.\n" +"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " +"[param path] if it is missing." +msgstr "" +"Зберігає AudioStreamWAV як файл WAV у [param path]. Зразки з форматами IMA " +"ADPCM або Quite OK Audio не можна зберегти. \n" +"[b]Примітка.[/b] Розширення [code].wav[/code] автоматично додається до [param " +"path], якщо воно відсутнє." + +msgid "" +"Contains the audio data in bytes.\n" +"[b]Note:[/b] If [member format] is set to [constant FORMAT_8_BITS], this " +"property expects signed 8-bit PCM data. To convert from unsigned 8-bit PCM, " +"subtract 128 from each byte.\n" +"[b]Note:[/b] If [member format] is set to [constant FORMAT_QOA], this " +"property expects data from a full QOA file." +msgstr "" +"Містить аудіодані в байтах. \n" +"[b]Примітка.[/b] Якщо [формат елемента] встановлено на [константа " +"FORMAT_8_BITS], ця властивість очікує 8-розрядних даних PCM зі знаком. Щоб " +"конвертувати з беззнакового 8-бітного PCM, відніміть 128 від кожного байта. \n" +"[b]Примітка.[/b] Якщо для параметра [member format] встановлено значення " +"[constant FORMAT_QOA], ця властивість очікує даних із повного файлу QOA." + msgid "Audio format. See [enum Format] constants for values." msgstr "Формат аудіо. Для значень дивіться константи [enum Format]." +msgid "" +"The loop start point (in number of samples, relative to the beginning of the " +"stream)." +msgstr "Точка початку циклу (у кількості зразків відносно початку потоку)." + +msgid "" +"The loop end point (in number of samples, relative to the beginning of the " +"stream)." +msgstr "Кінцева точка циклу (у кількості вибірок відносно початку потоку)." + +msgid "The loop mode. See [enum LoopMode] constants for values." +msgstr "Режим циклу. Дивіться константи [enum LoopMode] для значень." + msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" @@ -15747,6 +20428,22 @@ msgstr "" msgid "If [code]true[/code], audio is stereo." msgstr "Якщо [code]true[/code], звук стерео." +msgid "8-bit PCM audio codec." +msgstr "8-бітний аудіокодек PCM." + +msgid "16-bit PCM audio codec." +msgstr "16-бітний аудіокодек PCM." + +msgid "Audio is lossily compressed as IMA ADPCM." +msgstr "Аудіо стискається із втратами як IMA ADPCM." + +msgid "" +"Audio is lossily compressed as [url=https://qoaformat.org/]Quite OK Audio[/" +"url]." +msgstr "" +"Аудіо стискається із втратами, як [url=https://qoaformat.org/]Quite OK Audio[/" +"url]." + msgid "Audio does not loop." msgstr "Аудіо не зациклюється." @@ -15800,6 +20497,9 @@ msgstr "" "[i]побратими[/i] до вузла [BackBufferCopy] замість того, щоб додавати їх як " "дочірні." +msgid "Screen-reading shaders" +msgstr "Шейдери для читання з екрана" + msgid "Buffer mode. See [enum CopyMode] constants." msgstr "Буферний режим. Перегляньте константи [enum CopyMode]." @@ -15905,6 +20605,21 @@ msgstr "" " Щоб дозволити клацання як лівою, так і правою кнопкою миші, використовуйте " "[code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code]." +msgid "" +"If [code]true[/code], the button's state is pressed. Means the button is " +"pressed down or toggled (if [member toggle_mode] is active). Only works if " +"[member toggle_mode] is [code]true[/code].\n" +"[b]Note:[/b] Changing the value of [member button_pressed] will result in " +"[signal toggled] to be emitted. If you want to change the pressed state " +"without emitting that signal, use [method set_pressed_no_signal]." +msgstr "" +"Якщо [code]true[/code], кнопка натиснута. Означає, що кнопку натиснуто або " +"перемикається (якщо [member toggle_mode] активний). Працює, лише якщо [member " +"toggle_mode] має значення [code]true[/code]. \n" +"[b]Примітка:[/b] Зміна значення [member button_pressed] призведе до " +"випромінювання [signal toggled]. Якщо ви хочете змінити натиснутий стан без " +"випромінювання цього сигналу, використовуйте [метод set_pressed_no_signal]." + msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked or " "toggled." @@ -15939,6 +20654,17 @@ msgstr "" "значення [code]false[/code], ярлик активується без візуального зворотного " "зв’язку." +msgid "" +"If [code]true[/code], the button will add information about its shortcut in " +"the tooltip.\n" +"[b]Note:[/b] This property does nothing when the tooltip control is " +"customized using [method Control._make_custom_tooltip]." +msgstr "" +"Якщо [code]true[/code], кнопка додасть інформацію про свій ярлик у спливаючу " +"підказку. \n" +"[b]Примітка.[/b] Ця властивість нічого не робить, якщо елемент керування " +"підказкою налаштовано за допомогою [метод Control._make_custom_tooltip]." + msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." @@ -16158,6 +20884,26 @@ msgstr "" "anisotropy_flowmap], якщо там визначено текстуру, і текстура містить альфа-" "канал." +msgid "" +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminum and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering, which can be enabled by setting [member texture_filter] to " +"[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." +msgstr "" +"Якщо [code]true[/code], анізотропія ввімкнена. Анізотропія змінює форму " +"дзеркальної плями та вирівнює її до дотичного простору. Це корисно для " +"шліфованого алюмінію та відблисків волосся. \n" +"[b]Примітка.[/b] Дотичні до сітки потрібні для роботи анізотропії. Якщо сітка " +"не містить дотичних, ефект анізотропії буде виглядати порушеним. \n" +"[b]Примітка.[/b] Анізотропію матеріалу не слід плутати з фільтрацією " +"анізотропної текстури, яку можна ввімкнути, установивши для [member " +"texture_filter] значення [константа " +"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." + msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " @@ -16259,6 +21005,19 @@ msgstr "" "втрачається масштаб при білборді. Застосовується, лише коли [member " "billboard_mode] не [constant BILLBOARD_DISABLED]." +msgid "" +"Controls how the object faces the camera. See [enum BillboardMode].\n" +"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " +"vector of the camera is not horizontal when the screen is attached to your " +"head instead of on the table. See [url=https://github.com/godotengine/godot/" +"issues/41567]GitHub issue #41567[/url] for details." +msgstr "" +"Контролює, як об’єкт дивиться на камеру. Див. [enum BillboardMode]. \n" +"[b]Примітка.[/b] Режим Billboard не підходить для VR, оскільки вектор ліворуч-" +"праворуч камери не є горизонтальним, коли екран прикріплено до вашої голови, " +"а не до столу. Докладніше див. у [url=https://github.com/godotengine/godot/" +"issues/41567]проблемі GitHub №41567[/url]." + msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " @@ -16504,7 +21263,7 @@ msgid "" "cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" "[b]Note:[/b] Vertex growth cannot create new vertices, which means that " "visible gaps may occur in sharp corners. This can be alleviated by designing " -"the mesh to use smooth normals exclusively using [url=https://wiki.polycount." +"the mesh to use smooth normals exclusively using [url=http://wiki.polycount." "com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " "authoring software. In this case, grow will be able to join every outline " "together, just like in the original mesh." @@ -16512,13 +21271,14 @@ msgstr "" "Якщо [code]true[/code], вмикає параметр зростання вершини. Це можна " "використовувати для створення контурів на основі сітки за допомогою другого " "проходу матеріалу та його [member cull_mode], встановленого на [constant " -"CULL_FRONT]. Дивіться також [member grow_amount].\n" -" [b]Примітка: [/b] Зростання вершин не може створювати нові вершини, а це " +"CULL_FRONT]. Дивіться також [member grow_amount]. \n" +"[b]Примітка: [/b] Зростання вершин не може створювати нові вершини, а це " "означає, що в гострих кутах можуть виникнути видимі розриви. Це можна " -"пом’якшити, спроектувавши сітку для використання гладких нормалей виключно за " -"допомогою [url=https://wiki.polycount.com/wiki/Face_weighted_normals]зважених " -"нормалей [/url] у програмному забезпеченні для створення 3D. У цьому випадку " -"grow зможе об’єднати кожен контур разом, як і в оригінальній сітці." +"пом’якшити, спроектувавши сітку для використання згладжених нормалей виключно " +"за допомогою [url=http://wiki.polycount.com/wiki/" +"Face_weighted_normals]зважених нормалей [/url] у програмному забезпеченні для " +"створення 3D. У цьому випадку grow зможе об’єднати кожен контур разом, як і в " +"оригінальній сітці." msgid "" "Grows object vertices in the direction of their normals. Only effective if " @@ -16869,6 +21629,19 @@ msgstr "" "Якщо [code]true[/code], ефект згасання близькості ввімкнено. Ефект зникання " "наближення зменшує кожен піксель залежно від його відстані до іншого об’єкта." +msgid "" +"If [code]true[/code], the refraction effect is enabled. Distorts transparency " +"based on light from behind the object.\n" +"[b]Note:[/b] Refraction is implemented using the screen texture. Only opaque " +"materials will appear in the refraction, since transparent materials do not " +"appear in the screen texture." +msgstr "" +"Якщо [code]true[/code], ефект заломлення ввімкнено. Спотворює прозорість на " +"основі світла позаду об’єкта. \n" +"[b]Примітка:[/b] Заломлення реалізовано за допомогою текстури екрана. Під час " +"заломлення відображатимуться лише непрозорі матеріали, оскільки прозорі " +"матеріали не з’являються у текстурі екрана." + msgid "The strength of the refraction effect." msgstr "Сила ефекту заломлення." @@ -16952,6 +21725,17 @@ msgstr "" "шорсткість у синьому, а навколишнє затемнення у зеленому, ви можете зменшити " "кількість використовуваних текстур." +msgid "" +"Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" +"vertex lighting is faster, making it the best choice for mobile applications, " +"however it looks considerably worse than per-pixel. Unshaded rendering is the " +"fastest, but disables all interactions with lights." +msgstr "" +"Встановлює, чи буде відбуватися затінення, піксельне, вершинне чи незатінене. " +"Вершинне освітлення швидше, що робить його найкращим вибором для мобільних " +"додатків, однак воно виглядає значно гірше, ніж попіксельне. Незатінене " +"рендеринг є найшвидшим, але вимикає всі взаємодії зі світлом." + msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " @@ -17464,6 +22248,13 @@ msgid "" msgstr "" "Об’єкт буде затінено на піксель. Корисно для реалістичних ефектів затінення." +msgid "" +"The object will be shaded per vertex. Useful when you want cheaper shaders " +"and do not care about visual quality." +msgstr "" +"Об’єкт буде заштриховано для кожної вершини. Корисно, коли вам потрібні " +"дешевші шейдери, і вам не важлива візуальна якість." + msgid "Represents the size of the [enum ShadingMode] enum." msgstr "Представляє розмір переліку [enum ShadingMode]." @@ -17871,6 +22662,75 @@ msgstr "" msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "Матриця 3×3 для представлення тривимірного обертання та масштабу." +msgid "" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" +"wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " +"and shear. It is frequently used within a [Transform3D].\n" +"A [Basis] is composed by 3 axis vectors, each representing a column of the " +"matrix: [member x], [member y], and [member z]. The length of each axis " +"([method Vector3.length]) influences the basis's scale, while the direction " +"of all axes influence the rotation. Usually, these axes are perpendicular to " +"one another. However, when you rotate any axis individually, the basis " +"becomes sheared. Applying a sheared basis to a 3D model will make the model " +"appear distorted.\n" +"A [Basis] is:\n" +"- [b]Orthogonal[/b] if its axes are perpendicular to each other.\n" +"- [b]Normalized[/b] if the length of every axis is [code]1.0[/code].\n" +"- [b]Uniform[/b] if all axes share the same length (see [method get_scale]).\n" +"- [b]Orthonormal[/b] if it is both orthogonal and normalized, which allows it " +"to only represent rotations (see [method orthonormalized]).\n" +"- [b]Conformal[/b] if it is both orthogonal and uniform, which ensures it is " +"not distorted.\n" +"For a general introduction, see the [url=$DOCS_URL/tutorials/math/" +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/" +"model_export_considerations.html#d-asset-direction-conventions]3D asset " +"direction conventions[/url] tutorial.\n" +"[b]Note:[/b] The basis matrices are exposed as [url=https://www.mindcontrol." +"org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is the " +"same as OpenGL. However, they are stored internally in row-major order, which " +"is the same as DirectX." +msgstr "" +"Вбудований тип [Basis] [Variant] — це [url=https://en.wikipedia.org/wiki/" +"Matrix_(mathematics)]матриця[/url] 3×3, яка використовується для " +"представлення тривимірного обертання, масштабу та зсуву. Він часто " +"використовується в [Transform3D]. \n" +"[Базис] складається з 3 осьових векторів, кожен з яких представляє стовпець " +"матриці: [член x], [член y] і [член z]. Довжина кожної осі ([method Vector3." +"length]) впливає на масштаб основи, тоді як напрямок усіх осей впливає на " +"поворот. Зазвичай ці осі перпендикулярні одна одній. Однак, коли ви обертаєте " +"будь-яку вісь окремо, основа стає зрізаною. Застосування зрізаної основи до " +"3D-моделі змусить модель виглядати спотвореною. \n" +"[Основа] це: \n" +"- [b]Ортогональний[/b], якщо його осі перпендикулярні одна одній. \n" +"- [b]Нормалізовано[/b], якщо довжина кожної осі дорівнює [code]1,0[/code]. \n" +"- [b]Однакова [/b], якщо всі осі мають однакову довжину (див. [метод " +"get_scale]). \n" +"- [b]Ортонормальний[/b], якщо він одночасно ортогональний і нормалізований, " +"що дозволяє йому представляти лише обертання (див. [method " +"orthonormalized]). \n" +"- [b]Конформний[/b], якщо він одночасно ортогональний і рівномірний, що " +"гарантує його відсутність спотворень. \n" +"Щоб отримати загальні відомості, перегляньте посібник [url=$DOCS_URL/" +"tutorials/math/matrices_and_transforms.html]Матриці та перетворення[/url]. \n" +"[b]Примітка: [/b] Годо використовує [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]правосторонню систему координат[/url], яка є загальним стандартом. " +"Для напрямків угода для вбудованих типів, як-от [Camera3D], полягає в тому, " +"що -Z вказує вперед (+X — праворуч, +Y — вгору, а +Z — назад). Інші об’єкти " +"можуть використовувати інші умовні позначення напрямку. Щоб отримати " +"додаткові відомості, перегляньте навчальний посібник [url=$DOCS_URL/tutorials/" +"assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-" +"direction-conventions]Умови щодо напрямків 3D-активів[/url]. \n" +"[b]Примітка.[/b] Основні матриці представлені як [url=https://www.mindcontrol." +"org/~hplus/graphics/matrix-layout.html]головний-стовпець[/url] порядок, який " +"є таким самим, як і OpenGL. Однак вони зберігаються всередині в порядку " +"старших рядків, що є таким же, як і DirectX." + msgid "Matrices and transforms" msgstr "Матриці та перетворення" @@ -17883,6 +22743,15 @@ msgstr "Демонстраційне перетворення матриці" msgid "2.5D Game Demo" msgstr "Демонстрація гри 2.5D" +msgid "" +"Constructs a [Basis] identical to [constant IDENTITY].\n" +"[b]Note:[/b] In C#, this constructs a [Basis] with all of its components set " +"to [constant Vector3.ZERO]." +msgstr "" +"Створює [Basis], ідентичний [constant IDENTITY].\n" +"[b]Примітка:[/b] у C# це створює [Basis] з усіма його компонентами, " +"встановленими на [constant Vector3.ZERO]." + msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "Створює [Basis] як копію даного [Basis]." @@ -17917,6 +22786,243 @@ msgid "" "matrix." msgstr "Будує [Базис] із 3-х осьових векторів. Це стовпці базисної матриці." +msgid "" +"Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] " +"of this basis's matrix. For advanced math, this number can be used to " +"determine a few attributes:\n" +"- If the determinant is exactly [code]0.0[/code], the basis is not invertible " +"(see [method inverse]).\n" +"- If the determinant is a negative number, the basis represents a negative " +"scale.\n" +"[b]Note:[/b] If the basis's scale is the same for every axis, its determinant " +"is always that scale by the power of 2." +msgstr "" +"Повертає [url=https://en.wikipedia.org/wiki/Determinant]визначник[/url] цієї " +"базисної матриці. Для поглибленої математики це число можна використовувати " +"для визначення кількох атрибутів: \n" +"- Якщо визначник дорівнює точно [code]0.0[/code], базис не є оборотним (див. " +"[method inverse]). \n" +"- Якщо визначник є від'ємним числом, основа представляє від'ємну шкалу. \n" +"[b]Примітка:[/b] Якщо масштаб базису однаковий для кожної осі, його " +"визначником завжди буде цей масштаб у ступені 2." + +msgid "" +"Constructs a new [Basis] that only represents rotation from the given " +"[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/" +"url], in radians.\n" +"- The [member Vector3.x] should contain the angle around the [member x] axis " +"(pitch);\n" +"- The [member Vector3.y] should contain the angle around the [member y] axis " +"(yaw);\n" +"- The [member Vector3.z] should contain the angle around the [member z] axis " +"(roll).\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Creates a Basis whose z axis points down.\n" +"var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" +"\n" +"print(my_basis.z) # Prints (0.0, -1.0, 0.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"// Creates a Basis whose z axis points down.\n" +"var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" +"\n" +"GD.Print(myBasis.Z); // Prints (0, -1, 0)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"The order of each consecutive rotation can be changed with [param order] (see " +"[enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " +"(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " +"[method get_euler], this order is reversed." +msgstr "" +"Створює новий [Basis], який представляє лише обертання від заданого [Vector3] " +"[url=https://en.wikipedia.org/wiki/Euler_angles]кутів Ейлера[/url] у " +"радіанах. \n" +"- [член Vector3.x] має містити кут навколо осі [член x] (крок); \n" +"- [член Vector3.y] має містити кут навколо осі [члена y] (yaw); \n" +"- [член Vector3.z] має містити кут навколо осі [члена z] (крен). \n" +"[codeblocks] \n" +"[gdscript] \n" +"# Створює основу, вісь z якої спрямована вниз. \n" +"var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0)) \n" +"\n" +"print(my_basis.z) # Друк (0.0, -1.0, 0.0) \n" +"[/gdscript] \n" +"[csharp] \n" +"// Створює основу, вісь z якої спрямована вниз. \n" +"var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f)); \n" +"\n" +"GD.Print(myBasis.Z); // Виводить (0, -1, 0) \n" +"[/csharp] \n" +"[/codeblocks] \n" +"Порядок кожного послідовного обертання можна змінити за допомогою [param " +"order] (див. [enum EulerOrder] константи). За замовчуванням використовується " +"конвенція YXZ ([константа EULER_ORDER_YXZ]): основа обертається спочатку " +"навколо осі Y (поворот), потім X (нахил) і, нарешті, Z (крен). При " +"використанні протилежного методу [method get_euler] цей порядок змінюється на " +"протилежний." + +msgid "" +"Constructs a new [Basis] that only represents scale, with no rotation or " +"shear, from the given [param scale] vector.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" +"\n" +"print(my_basis.x) # Prints (2.0, 0.0, 0.0)\n" +"print(my_basis.y) # Prints (0.0, 4.0, 0.0)\n" +"print(my_basis.z) # Prints (0.0, 0.0, 8.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" +"\n" +"GD.Print(myBasis.X); // Prints (2, 0, 0)\n" +"GD.Print(myBasis.Y); // Prints (0, 4, 0)\n" +"GD.Print(myBasis.Z); // Prints (0, 0, 8)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] In linear algebra, the matrix of this basis is also known as a " +"[url=https://en.wikipedia.org/wiki/Diagonal_matrix]diagonal matrix[/url]." +msgstr "" +"Створює новий [Basis], який представляє лише масштаб, без обертання чи зсуву, " +"із заданого вектора [param scale].\n" +" [codeblocks]\n" +" [gdscript]\n" +" var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" +"\n" +" print(my_basis.x) # Виводить (2, 0, 0).\n" +" print(my_basis.y) # Виводить (0, 4, 0).\n" +" print(my_basis.z) # Виводить (0, 0, 8).\n" +" [/gdscript]\n" +" [csharp]\n" +" var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" +"\n" +" GD.Print(myBasis.X); // Виводить (2, 0, 0).\n" +" GD.Print(myBasis.Y); // Виводить (0, 4, 0).\n" +" GD.Print(myBasis.Z); // Виводить (0, 0, 8).\n" +" [/csharp]\n" +" [/codeblocks]\n" +" [b]Примітка.[/b] У лінійній алгебрі матриця цього базису також відома як " +"[url=https://en.wikipedia.org/wiki/Diagonal_matrix]діагональна матриця[/url]." + +msgid "" +"Returns this basis's rotation as a [Vector3] of [url=https://en.wikipedia.org/" +"wiki/Euler_angles]Euler angles[/url], in radians. For the returned value:\n" +"- The [member Vector3.x] contains the angle around the [member x] axis " +"(pitch);\n" +"- The [member Vector3.y] contains the angle around the [member y] axis " +"(yaw);\n" +"- The [member Vector3.z] contains the angle around the [member z] axis " +"(roll).\n" +"The order of each consecutive rotation can be changed with [param order] (see " +"[enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed.\n" +"[b]Note:[/b] For this method to return correctly, the basis needs to be " +"[i]orthonormal[/i] (see [method orthonormalized]).\n" +"[b]Note:[/b] Euler angles are much more intuitive but are not suitable for 3D " +"math. Because of this, consider using the [method get_rotation_quaternion] " +"method instead, which returns a [Quaternion].\n" +"[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " +"Euler angles (in degrees), as is the case with the [member Node3D.rotation] " +"property." +msgstr "" +"Повертає обертання бази як [Вектор3] [url=https://en.wikipedia.org/wiki/" +"Euler_angles]кутів Ейлера[/url] у радіанах. Для поверненого значення: \n" +"- [член Vector3.x] містить кут навколо осі [член х] (крок); \n" +"- [член Vector3.y] містить кут навколо осі [члена y] (yaw); \n" +"- [член Vector3.z] містить кут навколо осі [члена z] (крен). \n" +"Порядок кожного послідовного обертання можна змінити за допомогою [param " +"order] (див. [enum EulerOrder] константи). За замовчуванням використовується " +"конвенція YXZ ([константа EULER_ORDER_YXZ]): спочатку обчислюється Z (крен), " +"потім X (нахил) і нарешті Y (рискання). При використанні протилежного методу " +"[method from_euler] цей порядок змінюється на зворотний. \n" +"[b]Примітка:[/b] Щоб цей метод повертав правильно, базис має бути " +"[i]ортонормованим[/i] (див. [method orthonormalized]). \n" +"[b]Примітка: [/b] Кути Ейлера набагато інтуїтивніші, але не підходять для 3D-" +"математики. Через це краще використовувати метод [method " +"get_rotation_quaternion], який повертає [Quaternion]. \n" +"[b]Примітка:[/b] у доці Inspector обертання основи часто відображається в " +"кутах Ейлера (у градусах), як у випадку з властивістю [member Node3D." +"rotation]." + +msgid "" +"Returns this basis's rotation as a [Quaternion].\n" +"[b]Note:[/b] Quaternions are much more suitable for 3D math but are less " +"intuitive. For user interfaces, consider using the [method get_euler] method, " +"which returns Euler angles." +msgstr "" +"Повертає обертання бази як [кватерніон].\n" +" [b]Примітка:[/b] Кватеніони набагато більше підходять для 3D-математики, але " +"менш інтуїтивно зрозумілі. Для інтерфейсів користувача розгляньте можливість " +"використання методу [method get_euler], який повертає кути Ейлера." + +msgid "" +"Returns the length of each axis of this basis, as a [Vector3]. If the basis " +"is not sheared, this value is the scaling factor. It is not affected by " +"rotation.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(2, 0, 0),\n" +" Vector3(0, 4, 0),\n" +" Vector3(0, 0, 8)\n" +")\n" +"# Rotating the Basis in any way preserves its scale.\n" +"my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" +"my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" +"\n" +"print(my_basis.get_scale()) # Prints (2.0, 4.0, 8.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" Vector3(2.0f, 0.0f, 0.0f),\n" +" Vector3(0.0f, 4.0f, 0.0f),\n" +" Vector3(0.0f, 0.0f, 8.0f)\n" +");\n" +"// Rotating the Basis in any way preserves its scale.\n" +"myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" +"myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" +"\n" +"GD.Print(myBasis.Scale); // Prints (2, 4, 8)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] If the value returned by [method determinant] is negative, the " +"scale is also negative." +msgstr "" +"Повертає довжину кожної осі базису як [Вектор3]. Якщо основа не зрізана, це " +"коефіцієнт масштабування. На нього не впливає обертання.\n" +" [codeblocks]\n" +" [gdscript]\n" +" var my_basis = Basis(\n" +" Vector3(2, 0, 0),\n" +" Vector3(0, 4, 0),\n" +" Vector3(0, 0, 8)\n" +" )\n" +" # Обертання основи будь-яким способом зберігає її масштаб.\n" +" my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" +" my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" +"\n" +" print(my_basis.get_scale()) # Друк (2, 4, 8).\n" +" [/gdscript]\n" +" [csharp]\n" +" var myBasis = new Basis(\n" +" Vector3(2.0f, 0.0f, 0.0f),\n" +" Vector3(0.0f, 4.0f, 0.0f),\n" +" Vector3(0.0f, 0.0f, 8.0f)\n" +" );\n" +" // Обертання основи будь-яким способом зберігає її масштаб.\n" +" myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" +" myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" +"\n" +" GD.Print(myBasis.Scale); // Виводить (2, 4, 8).\n" +" [/csharp]\n" +" [/codeblocks]\n" +" [b]Примітка.[/b] Якщо значення, яке повертає [визначник методу], є " +"негативним, шкала також є негативною." + msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." @@ -17951,6 +23057,242 @@ msgstr "" "Повертає [code]true[/code], якщо ця основа скінченна, за викликом [метод " "@GlobalScope.is_finite] на всіх векторних компонентах." +msgid "" +"Creates a new [Basis] with a rotation such that the forward axis (-Z) points " +"towards the [param target] position.\n" +"By default, the -Z axis (camera forward) is treated as forward (implies +X is " +"right). If [param use_model_front] is [code]true[/code], the +Z axis (asset " +"front) is treated as forward (implies +X is left) and points toward the " +"[param target] position.\n" +"The up axis (+Y) points as close to the [param up] vector as possible while " +"staying perpendicular to the forward axis. The returned basis is " +"orthonormalized (see [method orthonormalized]).\n" +"The [param target] and the [param up] cannot be [constant Vector3.ZERO], and " +"shouldn't be colinear to avoid unintended rotation around local Z axis." +msgstr "" +"Створює нову [основу] з обертанням таким чином, що передня вісь (-Z) вказує " +"на позицію [param target]. \n" +"За замовчуванням вісь -Z (передня камера) розглядається як передня (вказує на " +"те, що +X правильна). Якщо [param use_model_front] має значення [code]true[/" +"code], вісь +Z (фронт активу) розглядається як передня (означає, що +X " +"ліворуч) і вказує на позицію [param target]. \n" +"Вісь вгору (+Y) спрямована якомога ближче до вектора [param up], залишаючись " +"перпендикулярною до передньої осі. Повернений базис є ортонормованим (див. " +"[method orthonormalized]). \n" +"[param target] і [param up] не можуть бути [constant Vector3.ZERO] і не " +"повинні бути колінеарними, щоб уникнути ненавмисного обертання навколо " +"локальної осі Z." + +msgid "" +"Returns the orthonormalized version of this basis. An orthonormal basis is " +"both [i]orthogonal[/i] (the axes are perpendicular to each other) and " +"[i]normalized[/i] (the axes have a length of [code]1.0[/code]), which also " +"means it can only represent a rotation.\n" +"It is often useful to call this method to avoid rounding errors on a rotating " +"basis:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Rotate this Node3D every frame.\n" +"func _process(delta):\n" +" basis = basis.rotated(Vector3.UP, TAU * delta)\n" +" basis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" +"\n" +" basis = basis.orthonormalized()\n" +"[/gdscript]\n" +"[csharp]\n" +"// Rotate this Node3D every frame.\n" +"public override void _Process(double delta)\n" +"{\n" +" Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" +" .Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" +" .Orthonormalized();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Повертає ортонормовану версію цього базису. Ортонормований базис є як " +"[i]ортогональним[/i] (осі перпендикулярні одна до одної), так і " +"[i]нормованим[/i] (осі мають довжину [code]1[/code]), що також означає, що " +"він може представляти лише обертання.\n" +" Часто корисно викликати цей метод, щоб уникнути помилок округлення на " +"ротаційній основі:\n" +" [codeblocks]\n" +" [gdscript]\n" +" # Обертайте цей Node3D кожен кадр.\n" +" func _process(delta):\n" +" base = basis.rotated(Vector3.UP, TAU * delta)\n" +" base = basis.rotated(Vector3.RIGHT, TAU * delta)\n" +"\n" +" базис = basis.orthonormalized()\n" +" [/gdscript]\n" +" [csharp]\n" +" // Обертати цей Node3D кожен кадр.\n" +" public override void _Process (duo delta)\n" +" {\n" +" Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" +" .Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" +" .Orthonormalized();\n" +" }\n" +" [/csharp]\n" +" [/codeblocks]" + +msgid "" +"Returns a copy of this basis rotated around the given [param axis] by the " +"given [param angle] (in radians).\n" +"The [param axis] must be a normalized vector (see [method Vector3." +"normalized]). If [param angle] is positive, the basis is rotated counter-" +"clockwise around the axis.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis.IDENTITY\n" +"var angle = TAU / 2\n" +"\n" +"my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis " +"(yaw).\n" +"my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right " +"axis (pitch).\n" +"my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back " +"axis (roll).\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = Basis.Identity;\n" +"var angle = Mathf.Tau / 2.0f;\n" +"\n" +"myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up axis " +"(yaw).\n" +"myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right " +"axis (pitch).\n" +"myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back " +"axis (roll).\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Повертає цей базис, повернутий навколо заданої [param axis] на [param angle] " +"(у радіанах). [param axis] має бути нормалізованим вектором (див. [method " +"Vector3.normalized]).\n" +" Додатні значення повертають цей базис за годинниковою стрілкою навколо осі, " +"а від’ємні значення обертають його проти годинникової стрілки.\n" +" [codeblocks]\n" +" [gdscript]\n" +" var my_basis = Basis.IDENTITY\n" +" var angle = TAU / 2\n" +"\n" +" my_basis = my_basis.rotated(Vector3.UP, angle) # Обертання навколо осі вгору " +"(yaw).\n" +" my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Обертання навколо правої " +"осі (крок).\n" +" my_basis = my_basis.rotated(Vector3.BACK, angle) # Обертання навколо задньої " +"осі (перекочування).\n" +" [/gdscript]\n" +" [csharp]\n" +" var myBasis = Basis.Identity;\n" +" var angle= Mathf.Tau / 2.0f;\n" +"\n" +" myBasis = myBasis.Rotated(Vector3.Up, кут); // Обертання навколо осі вгору " +"(рискання).\n" +" myBasis = myBasis.Rotated(Vector3.Right, angle); // Поворот навколо правої " +"осі (тангаж).\n" +" myBasis = myBasis.Rotated(Vector3.Back, angle); // Поворот навколо задньої " +"осі (перекат).\n" +" [/csharp]\n" +" [/codeblocks]" + +msgid "" +"Returns this basis with each axis's components scaled by the given [param " +"scale]'s components.\n" +"The basis matrix's rows are multiplied by [param scale]'s components. This " +"operation is a global scale (relative to the parent).\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(1, 1, 1),\n" +" Vector3(2, 2, 2),\n" +" Vector3(3, 3, 3)\n" +")\n" +"my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" +"\n" +"print(my_basis.x) # Prints (0.0, 2.0, -2.0)\n" +"print(my_basis.y) # Prints (0.0, 4.0, -4.0)\n" +"print(my_basis.z) # Prints (0.0, 6.0, -6.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" new Vector3(1.0f, 1.0f, 1.0f),\n" +" new Vector3(2.0f, 2.0f, 2.0f),\n" +" new Vector3(3.0f, 3.0f, 3.0f)\n" +");\n" +"myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" +"\n" +"GD.Print(myBasis.X); // Prints (0, 2, -2)\n" +"GD.Print(myBasis.Y); // Prints (0, 4, -4)\n" +"GD.Print(myBasis.Z); // Prints (0, 6, -6)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Повертає цю базу з компонентами кожної осі, масштабованими за заданими " +"компонентами [param scale].\n" +" Рядки базової матриці множаться на компоненти [param scale]. Ця операція має " +"глобальний масштаб (щодо батьківської).\n" +" [codeblocks]\n" +" [gdscript]\n" +" var my_basis = Основа(\n" +" Vector3(1, 1, 1),\n" +" Vector3(2, 2, 2),\n" +" Vector3(3, 3, 3)\n" +" )\n" +" my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" +"\n" +" print(my_basis.x) # Виводить (0, 2, -2).\n" +" print(my_basis.y) # Виводить (0, 4, -4).\n" +" print(my_basis.z) # Виводить (0, 6, -6).\n" +" [/gdscript]\n" +" [csharp]\n" +" var myBasis = нова основа(\n" +" new Vector3(1.0f, 1.0f, 1.0f),\n" +" new Vector3 (2.0f, 2.0f, 2.0f),\n" +" new Vector3 (3.0f, 3.0f, 3.0f)\n" +" );\n" +" myBasis = myBasis.Scaled(новий Vector3(0.0f, 2.0f, -2.0f));\n" +"\n" +" GD.Print(myBasis.X); // Виводить (0, 2, -2).\n" +" GD.Print(myBasis.Y); // Виводить (0, 4, -4).\n" +" GD.Print(myBasis.Z); // Виводить (0, 6, -6).\n" +" [/csharp]\n" +" [/codeblocks]" + +msgid "" +"Performs a spherical-linear interpolation with the [param to] basis, given a " +"[param weight]. Both this basis and [param to] should represent a rotation.\n" +"[b]Example:[/b] Smoothly rotate a [Node3D] to the target basis over time, " +"with a [Tween]:\n" +"[codeblock]\n" +"var start_basis = Basis.IDENTITY\n" +"var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" +"\n" +"func _ready():\n" +" create_tween().tween_method(interpolate, 0.0, 1.0, 5.0).set_trans(Tween." +"TRANS_EXPO)\n" +"\n" +"func interpolate(weight):\n" +" basis = start_basis.slerp(target_basis, weight)\n" +"[/codeblock]" +msgstr "" +"Виконує сферично-лінійну інтерполяцію з основою [param to] із заданою вагою " +"[param]. І цей базис, і [param to] мають представляти обертання.\n" +" [b]Приклад: [/b] Плавно повертайте [Node3D] до цільової основи з часом за " +"допомогою [Tween].\n" +" [codeblocks]\n" +" var start_basis = Basis.IDENTITY\n" +" var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" +"\n" +" func _ready():\n" +" create_tween().tween_method(interpolate, 0.0, 1.0, 5.0).set_trans(Tween." +"TRANS_EXPO)\n" +"\n" +" func interpolate(weight):\n" +" base = start_basis.slerp(target_basis, weight)\n" +" [/codeblock]" + msgid "" "Returns the transposed dot product between [param with] and the [member x] " "axis (see [method transposed]).\n" @@ -17978,6 +23320,65 @@ msgstr "" "(див. [method transponed]).\n" " Це еквівалентно [code]basis.z.dot(vector)[/code]." +msgid "" +"Returns the transposed version of this basis. This turns the basis matrix's " +"columns into rows, and its rows into columns.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var my_basis = Basis(\n" +" Vector3(1, 2, 3),\n" +" Vector3(4, 5, 6),\n" +" Vector3(7, 8, 9)\n" +")\n" +"my_basis = my_basis.transposed()\n" +"\n" +"print(my_basis.x) # Prints (1.0, 4.0, 7.0)\n" +"print(my_basis.y) # Prints (2.0, 5.0, 8.0)\n" +"print(my_basis.z) # Prints (3.0, 6.0, 9.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"var myBasis = new Basis(\n" +" new Vector3(1.0f, 2.0f, 3.0f),\n" +" new Vector3(4.0f, 5.0f, 6.0f),\n" +" new Vector3(7.0f, 8.0f, 9.0f)\n" +");\n" +"myBasis = myBasis.Transposed();\n" +"\n" +"GD.Print(myBasis.X); // Prints (1, 4, 7)\n" +"GD.Print(myBasis.Y); // Prints (2, 5, 8)\n" +"GD.Print(myBasis.Z); // Prints (3, 6, 9)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Повертає транспоновану версію цієї основи. Це перетворює стовпці базової " +"матриці на рядки, а її рядки – на стовпці.\n" +" [codeblocks]\n" +" [gdscript]\n" +" var my_basis = Basis(\n" +" Vector3(1, 2, 3),\n" +" Vector3(4, 5, 6),\n" +" Vector3(7, 8, 9)\n" +" )\n" +" my_basis = my_basis.transposed()\n" +"\n" +" print(my_basis.x) # Виводить (1, 4, 7).\n" +" print(my_basis.y) # Виводить (2, 5, 8).\n" +" print(my_basis.z) # Виводить (3, 6, 9).\n" +" [/gdscript]\n" +" [csharp]\n" +" var myBasis = new Basis(\n" +" new Vector3 (1.0f, 2.0f, 3.0f),\n" +" new Vector3 (4.0f, 5.0f, 6.0f),\n" +" new Vector3 (7.0f, 8.0f, 9.0f)\n" +" );\n" +" myBasis = myBasis.Transposed();\n" +"\n" +" GD.Print(myBasis.X); // Виводить (1, 4, 7).\n" +" GD.Print(myBasis.Y); // Виводить (2, 5, 8).\n" +" GD.Print(myBasis.Z); // Виводить (3, 6, 9).\n" +" [/csharp]\n" +" [/codeblocks]" + msgid "" "The basis's X axis, and the column [code]0[/code] of the matrix.\n" "On the identity basis, this vector points right ([constant Vector3.RIGHT])." @@ -17999,6 +23400,53 @@ msgstr "" "Вісь Z основи та стовпець [code]2[/code] матриці.\n" " На основі тотожності цей вектор вказує назад ([константа Vector3.BACK])." +msgid "" +"The identity [Basis]. This is an orthonormal basis with no rotation, no " +"shear, and a scale of [constant Vector3.ONE]. This also means that:\n" +"- The [member x] points right ([constant Vector3.RIGHT]);\n" +"- The [member y] points up ([constant Vector3.UP]);\n" +"- The [member z] points back ([constant Vector3.BACK]).\n" +"[codeblock]\n" +"var basis = Basis.IDENTITY\n" +"print(\"| X | Y | Z\")\n" +"print(\"| %.f | %.f | %.f\" % [basis.x.x, basis.y.x, basis.z.x])\n" +"print(\"| %.f | %.f | %.f\" % [basis.x.y, basis.y.y, basis.z.y])\n" +"print(\"| %.f | %.f | %.f\" % [basis.x.z, basis.y.z, basis.z.z])\n" +"# Prints:\n" +"# | X | Y | Z\n" +"# | 1 | 0 | 0\n" +"# | 0 | 1 | 0\n" +"# | 0 | 0 | 1\n" +"[/codeblock]\n" +"If a [Vector3] or another [Basis] is transformed (multiplied) by this " +"constant, no transformation occurs.\n" +"[b]Note:[/b] In GDScript, this constant is equivalent to creating a " +"[constructor Basis] without any arguments. It can be used to make your code " +"clearer, and for consistency with C#." +msgstr "" +"Ідентичність [Основа]. Це ортонормований базис без обертання, без зсуву та " +"масштабом [константа Vector3.ONE]. Це також означає, що: \n" +"- [член x] вказує праворуч ([константа Vector3.RIGHT]); \n" +"- [член y] вказує вгору ([константа Vector3.UP]); \n" +"- [член z] вказує назад ([константа Vector3.BACK]). \n" +"[codeblock] \n" +"var basis = Basis.IDENTITY \n" +"print(\"| X | Y | Z\") \n" +"print(\"| %.f | %.f | %.f\" % [basis.x.x, basis.y.x, basis.z.x]) \n" +"print(\"| %.f | %.f | %.f\" % [basis.x.y, basis.y.y, basis.z.y]) \n" +"print(\"| %.f | %.f | %.f\" % [basis.x.z, basis.y.z, basis.z.z]) \n" +"# Відбитки: \n" +"# | X | Y | Z \n" +"# | 1 | 0 | 0 \n" +"# | 0 | 1 | 0 \n" +"# | 0 | 0 | 1 \n" +"[/codeblock] \n" +"Якщо [Вектор3] або інший [Базис] трансформується (помножується) на цю " +"константу, перетворення не відбувається. \n" +"[b]Примітка:[/b] у GDScript ця константа еквівалентна створенню [основи " +"конструктора] без будь-яких аргументів. Його можна використовувати, щоб " +"зробити ваш код зрозумілішим і узгоджено з C#." + msgid "" "When any basis is multiplied by [constant FLIP_X], it negates all components " "of the [member x] axis (the X column).\n" @@ -18049,6 +23497,39 @@ msgstr "" "Перетворює (множить) основу [param right] на цю основу.\n" " Це операція, яка виконується між батьківським і дочірнім [Node3D]." +msgid "" +"Transforms (multiplies) the [param right] vector by this basis, returning a " +"[Vector3].\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Basis that swaps the X/Z axes and doubles the scale.\n" +"var my_basis = Basis(Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))\n" +"print(my_basis * Vector3(1, 2, 3)) # Prints (4.0, 2.0, 6.0)\n" +"[/gdscript]\n" +"[csharp]\n" +"// Basis that swaps the X/Z axes and doubles the scale.\n" +"var myBasis = new Basis(new Vector3(0, 2, 0), new Vector3(2, 0, 0), new " +"Vector3(0, 0, 2));\n" +"GD.Print(myBasis * new Vector3(1, 2, 3)); // Prints (4, 2, 6)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Перетворює (множить) вектор [param right] на цю основу, повертаючи " +"[Vector3].\n" +" [codeblock]\n" +" [gdscript]\n" +" # Основа, яка змінює місцями осі X/Z і подвоює масштаб.\n" +" var my_basis = basis (Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))\n" +" print(my_basis * Vector3(1, 2, 3)) # Prints (4, 2, 6)\n" +" [/gdscript]\n" +" [csharp]\n" +" // Основа, яка змінює місцями осі X/Z і подвоює масштаб.\n" +" var myBasis = new basis (new vector3(0, 2, 0), new vector3(2, 0, 0), new " +"vector3(0, 0, 2));\n" +" GD.Print(myBasis * new Vector3(1, 2, 3)); // Друкує (4, 2, 6)\n" +" [/csharp]\n" +" [/codeblocks]" + msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." @@ -18331,6 +23812,9 @@ msgstr "" "Повертає [NodePath] до зовнішнього вузла [Skeleton3D], якщо його було " "встановлено." +msgid "Get parent or external [Skeleton3D] node if found." +msgstr "Отримати батьківський або зовнішній [Skeleton3D] вузол, якщо знайдено." + msgid "" "Returns whether the BoneAttachment3D node is using an external [Skeleton3D] " "rather than attempting to use its parent node as the [Skeleton3D]." @@ -18534,7 +24018,7 @@ msgstr "" "бути 1 або 0.\n" " Логічні значення можна безпосередньо використовувати в [code]if[/code] та " "інших умовних операторах:\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " var can_shoot = true\n" " if can_shoot:\n" @@ -18542,7 +24026,7 @@ msgstr "" " [/gdscript]\n" " [csharp]\n" " bool canShoot = true;\n" -" якщо (може стріляти)\n" +" if (canShoot)\n" " {\n" " LaunchBullet();\n" " }\n" @@ -18554,16 +24038,16 @@ msgstr "" "code] або [code]== false[/code].\n" " Логічні значення можна комбінувати з логічними операторами [code]і[/code], " "[code]або[/code], [code]не[/code] для створення складних умов:\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" -" якщо маркери > 0, а не is_reloading():\n" +" if bullets > 0, а не is_reloading():\n" " launch_bullet()\n" "\n" " якщо bullets == 0 або is_reloading():\n" " play_clack_sound()\n" " [/gdscript]\n" " [csharp]\n" -" якщо (маркери > 0 && !IsReloading())\n" +" if (bullets > 0 && !IsReloading())\n" " {\n" " LaunchBullet();\n" " }\n" @@ -18780,6 +24264,79 @@ msgstr "Демонстрація тривимірного кінематично msgid "A themed button that can contain text and an icon." msgstr "Тематична кнопка, яка може містити текст і значок." +msgid "" +"[Button] is the standard themed button. It can contain text and an icon, and " +"it will display them according to the current [Theme].\n" +"[b]Example:[/b] Create a button and connect a method that will be called when " +"the button is pressed:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" var button = Button.new()\n" +" button.text = \"Click me\"\n" +" button.pressed.connect(_button_pressed)\n" +" add_child(button)\n" +"\n" +"func _button_pressed():\n" +" print(\"Hello world!\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" var button = new Button();\n" +" button.Text = \"Click me\";\n" +" button.Pressed += ButtonPressed;\n" +" AddChild(button);\n" +"}\n" +"\n" +"private void ButtonPressed()\n" +"{\n" +" GD.Print(\"Hello world!\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [BaseButton] which contains common properties and methods associated " +"with this node.\n" +"[b]Note:[/b] Buttons do not detect touch input and therefore don't support " +"multitouch, since mouse emulation can only press one button at a given time. " +"Use [TouchScreenButton] for buttons that trigger gameplay movement or actions." +msgstr "" +"[Кнопка] — стандартна тематична кнопка. Він може містити текст і значок і " +"відображатиме їх відповідно до поточної [Теми].\n" +" [b]Приклад створення кнопки та призначення дії при натисканні кодом:[/b]\n" +" [codeblocks]\n" +" [gdscript]\n" +" func _ready():\n" +" var bottom = Button.new()\n" +" button.text = \"Натисни мене\"\n" +" button.pressed.connect(self._button_pressed)\n" +" add_child (кнопка)\n" +"\n" +" func _button_pressed():\n" +" print(\"Привіт, світ!\")\n" +" [/gdscript]\n" +" [csharp]\n" +" public override void _Ready()\n" +" {\n" +" var bottom = new bottom();\n" +" button.Text = \"Натисни мене\";\n" +" button.Pressed += ButtonPressed;\n" +" AddChild(кнопка);\n" +" }\n" +"\n" +" private void ButtonPressed()\n" +" {\n" +" GD.Print(\"Привіт, світ!\");\n" +" }\n" +" [/csharp]\n" +" [/codeblocks]\n" +" Дивіться також [BaseButton], який містить загальні властивості та методи, " +"пов’язані з цим вузлом.\n" +" [b]Примітка:[/b] кнопки не інтерпретують сенсорний ввід і тому не " +"підтримують мультидотик, оскільки емуляція миші може натискати лише одну " +"кнопку в певний момент часу. Використовуйте [TouchScreenButton] для кнопок, " +"які запускають рух або дії під час гри." + msgid "Operating System Testing Demo" msgstr "Демонстрація тестування операційної системи" @@ -18797,6 +24354,17 @@ msgstr "" "Якщо встановлено щось інше, ніж [constant TextServer.AUTOWRAP_OFF], текст " "буде загорнуто всередину обмежувального прямокутника вузла." +msgid "" +"If [code]true[/code], text that is too large to fit the button is clipped " +"horizontally. If [code]false[/code], the button will always be wide enough to " +"hold the text. The text is not vertically clipped, and the button's height is " +"not affected by this property." +msgstr "" +"Якщо [code]true[/code], текст, який завеликий для розміщення кнопки, " +"обрізається горизонтально. Якщо [code]false[/code], кнопка завжди буде " +"достатньо широкою, щоб утримувати текст. Текст не обрізається вертикально, і " +"ця властивість не впливає на висоту кнопки." + msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect. See also [theme_item icon_max_width]." @@ -18949,6 +24517,13 @@ msgstr "" "співвідношення значка. Якщо кнопка має додаткові значки (наприклад, " "[CheckBox]), вони також будуть обмежені." +msgid "" +"Additional vertical spacing between lines (in pixels), spacing is added to " +"line descent. This value can be negative." +msgstr "" +"Додатковий вертикальний інтервал між рядками (у пікселях), інтервал додається " +"до рядкового спуску. Це значення може бути негативним." + msgid "" "The size of the text outline.\n" "[b]Note:[/b] If using a font with [member FontFile." @@ -19085,6 +24660,149 @@ msgstr "Випромінюється при натисканні однієї з msgid "A built-in type representing a method or a standalone function." msgstr "Вбудований тип, що представляє метод або окрему функцію." +msgid "" +"[Callable] is a built-in [Variant] type that represents a function. It can " +"either be a method within an [Object] instance, or a custom callable used for " +"different purposes (see [method is_custom]). Like all [Variant] types, it can " +"be stored in variables and passed to other functions. It is most commonly " +"used for signal callbacks.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func print_args(arg1, arg2, arg3 = \"\"):\n" +" prints(arg1, arg2, arg3)\n" +"\n" +"func test():\n" +" var callable = Callable(self, \"print_args\")\n" +" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n" +" callable.call(Vector2.UP, 42, callable) # Prints \"(0.0, -1.0) 42 " +"Node(node.gd)::print_args\"\n" +" callable.call(\"invalid\") # Invalid call, should have at least 2 " +"arguments.\n" +"[/gdscript]\n" +"[csharp]\n" +"// Default parameter values are not supported.\n" +"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" +"{\n" +" GD.PrintS(arg1, arg2, arg3);\n" +"}\n" +"\n" +"public void Test()\n" +"{\n" +" // Invalid calls fail silently.\n" +" Callable callable = new Callable(this, MethodName.PrintArgs);\n" +" callable.Call(\"hello\", \"world\"); // Default parameter values are not " +"supported, should have 3 arguments.\n" +" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 Node(Node." +"cs)::PrintArgs\"\n" +" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"In GDScript, it's possible to create lambda functions within a method. Lambda " +"functions are custom callables that are not associated with an [Object] " +"instance. Optionally, lambda functions can also be named. The name will be " +"displayed in the debugger, or when calling [method get_method].\n" +"[codeblock]\n" +"func _init():\n" +" var my_lambda = func (message):\n" +" print(message)\n" +"\n" +" # Prints \"Hello everyone!\"\n" +" my_lambda.call(\"Hello everyone!\")\n" +"\n" +" # Prints \"Attack!\", when the button_pressed signal is emitted.\n" +" button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" +"[/codeblock]" +msgstr "" +"[Callable] — це вбудований тип [Variant], який представляє функцію. Це може " +"бути або метод в екземплярі [Object], або спеціальний виклик, який " +"використовується для різних цілей (див. [method is_custom]). Як і всі типи " +"[Variant], його можна зберігати в змінних і передавати іншим функціям. " +"Найчастіше використовується для зворотних викликів сигналу. \n" +"[codeblock] \n" +"[gdscript] \n" +"func print_args(arg1, arg2, arg3 = \"\"): \n" +" print (arg1, arg2, arg3) \n" +"\n" +"func test(): \n" +" var callable = Callable(self, \"print_args\") \n" +" callable.call(\"hello\", \"world\") # Виводить \"hello world \". \n" +" callable.call(Vector2.UP, 42, callable) # Виводить \"(0.0, -1.0) 42 " +"Node(node.gd)::print_args\" \n" +" callable.call(\"invalid\") # Недійсний виклик, має мати принаймні 2 " +"аргументи. \n" +"[/gdscript] \n" +"[csharp] \n" +"// Значення параметрів за замовчуванням не підтримуються. \n" +"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = Default) \n" +"{\n" +" GD.PrintS(arg1, arg2, arg3); \n" +"}\n" +"\n" +"public void Test() \n" +"{\n" +" // Недійсні виклики завершуються мовчки. \n" +" Callable callable = new Callable(this, MethodName.PrintArgs); \n" +" callable.Call(\"привіт\", \"світ\"); // Значення параметрів за " +"замовчуванням не підтримуються, має мати 3 аргументи. \n" +" callable.Call(Vector2.Up, 42, callable); // Виводить \"(0, -1) 42 " +"Node(Node.cs)::PrintArgs\" \n" +" callable.Call(\"недійсний\"); // Недійсний виклик, має бути 3 " +"аргументи. \n" +"}\n" +"[/csharp] \n" +"[/codeblocks] \n" +"У GDScript можна створювати лямбда-функції в методі. Лямбда-функції — це " +"спеціальні виклики, які не пов’язані з екземпляром [Object]. За бажанням " +"можна також назвати лямбда-функції. Ім’я відображатиметься в налагоджувачі " +"або під час виклику [method get_method]. \n" +"[codeblock] \n" +"func _init(): \n" +" var my_lambda = func (повідомлення): \n" +" print (повідомлення) \n" +"\n" +" # Виводить \"Всім привіт!\" \n" +" my_lambda.call(\"Всім привіт!\") \n" +"\n" +" # Виводить \"Attack!\", коли лунає сигнал button_pressed. \n" +" button_pressed.connect(func(): print(\"Атакуй!\")) \n" +"[/codeblock] \n" +"У GDScript ви можете отримати доступ до методів і глобальних функцій як " +"[Callable]s: \n" +"[codeblock] \n" +"tween.tween_callback(node.queue_free) # Об'єктні методи. \n" +"tween.tween_callback(array.clear) # Методи вбудованих типів. \n" +"tween.tween_callback(print.bind(\"Test\")) # Глобальні функції. \n" +"[/codeblock] \n" +"[b]Примітка: [/b] [Словник] не підтримує наведене вище через неоднозначність " +"ключів. \n" +"[codeblock] \n" +"var dictionary = {\"hello\": \"world\"} \n" +"\n" +"# Це не спрацює, `clear` розглядається як ключ. \n" +"tween.tween_callback(dictionary.clear) \n" +"\n" +"# Це спрацює. \n" +"tween.tween_callback(Callable.create(dictionary, \"clear\")) \n" +"[/codeblock]" + msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "Створює порожній [Callable] без прив’язки до об’єкта чи методу." @@ -19164,7 +24882,7 @@ msgstr "" "Викликає метод, представлений цим [Callable] у відкладеному режимі, тобто в " "кінці поточного кадру. Аргументи можуть бути передані та повинні відповідати " "сигнатурі методу.\n" -" [кодові блоки]\n" +" [codeblocks]\n" " [gdscript]\n" " func _ready():\n" " grab_focus.call_deferred()\n" @@ -19224,6 +24942,47 @@ msgstr "" "пов’язані з [method bind], [i]віднімаються[/i] з результату, а будь-які " "аргументи, не пов’язані з [method unbind], [i]додаються[/i] до результату." +msgid "" +"Returns the array of arguments bound via successive [method bind] or [method " +"unbind] calls. These arguments will be added [i]after[/i] the arguments " +"passed to the call, from which [method get_unbound_arguments_count] arguments " +"on the right have been previously excluded.\n" +"[codeblock]\n" +"func get_effective_arguments(callable, call_args):\n" +" assert(call_args.size() - callable.get_unbound_arguments_count() >= 0)\n" +" var result = call_args.slice(0, call_args.size() - callable." +"get_unbound_arguments_count())\n" +" result.append_array(callable.get_bound_arguments())\n" +" return result\n" +"[/codeblock]" +msgstr "" +"Повертає масив аргументів, пов’язаних через послідовні виклики [method bind] " +"або [method unbind]. Ці аргументи буде додано [i]після[/i] аргументів, " +"переданих до виклику, з якого [method get_unbound_arguments_count] аргументи " +"праворуч були раніше виключені.\n" +" [codeblock]\n" +" func get_effective_arguments(callable, call_args):\n" +" assert(call_args.size() - callable.get_unbound_arguments_count() >= 0)\n" +" var result = call_args.slice(0, call_args.size() - callable." +"get_unbound_arguments_count())\n" +" result.append_array(callable.get_bound_arguments())\n" +" return result\n" +" [/codeblock]" + +msgid "" +"Returns the total amount of arguments bound via successive [method bind] or " +"[method unbind] calls. This is the same as the size of the array returned by " +"[method get_bound_arguments]. See [method get_bound_arguments] for details.\n" +"[b]Note:[/b] The [method get_bound_arguments_count] and [method " +"get_unbound_arguments_count] methods can both return positive values." +msgstr "" +"Повертає загальну кількість аргументів, зв’язаних послідовними викликами " +"[method bind] або [method unbind]. Це те саме, що розмір масиву, який " +"повертає [метод get_bound_arguments]. Дивіться [метод get_bound_arguments] " +"для деталей.\n" +" [b]Примітка.[/b] Методи [method get_bound_arguments_count] і [method " +"get_unbound_arguments_count] можуть повертати позитивні значення." + msgid "" "Returns the name of the method represented by this [Callable]. If the " "callable is a GDScript lambda function, returns the function's name or " @@ -19241,6 +25000,18 @@ msgid "" "get_instance_id])." msgstr "Повертає об’єкт, для якого протікає [Підзвонити]." +msgid "" +"Returns the total amount of arguments unbound via successive [method bind] or " +"[method unbind] calls. See [method get_bound_arguments] for details.\n" +"[b]Note:[/b] The [method get_bound_arguments_count] and [method " +"get_unbound_arguments_count] methods can both return positive values." +msgstr "" +"Повертає загальну кількість аргументів, не зв’язаних через послідовні виклики " +"[method bind] або [method unbind]. Дивіться [метод get_bound_arguments] для " +"деталей.\n" +" [b]Примітка.[/b] Методи [method get_bound_arguments_count] і [method " +"get_unbound_arguments_count] можуть повертати позитивні значення." + msgid "" "Returns the 32-bit hash value of this [Callable]'s object.\n" "[b]Note:[/b] [Callable]s with equal content will always produce identical " @@ -19274,6 +25045,19 @@ msgstr "" " - для представлення глобальних, лямбда-функцій і RPC-функцій у GDScript;\n" " - для інших цілей у ядрі, GDExtension і C#." +msgid "" +"Returns [code]true[/code] if this [Callable] has no target to call the method " +"on. Equivalent to [code]callable == Callable()[/code].\n" +"[b]Note:[/b] This is [i]not[/i] the same as [code]not is_valid()[/code] and " +"using [code]not is_null()[/code] will [i]not[/i] guarantee that this callable " +"can be called. Use [method is_valid] instead." +msgstr "" +"Повертає [code]true[/code], якщо цей [Callable] не має цілі для виклику " +"методу. Еквівалент [code]callable == Callable()[/code].\n" +" [b]Примітка:[/b] Це [i]не[/i] те саме, що [code]not is_valid()[/code], і " +"використання [code]not is_null()[/code] [i]не[/i] гарантує, що цей виклик " +"можна буде викликати. Натомість використовуйте [method is_valid]." + msgid "" "Returns [code]true[/code] if this [Callable] is a standard callable. This " "method is the opposite of [method is_custom]. Returns [code]false[/code] if " @@ -19383,6 +25167,22 @@ msgstr "" "створення [CallbackTweener]. Будь-який [CallbackTweener], створений вручну, " "не працюватиме належним чином." +msgid "" +"Makes the callback call delayed by given time in seconds.\n" +"[b]Example:[/b] Call [method Node.queue_free] after 2 seconds:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback(queue_free).set_delay(2)\n" +"[/codeblock]" +msgstr "" +"Відкладає зворотний виклик на заданий час у секундах.\n" +" [b]Приклад:[/b]\n" +" [codeblock]\n" +" var tween = get_tree().create_tween()\n" +" tween.tween_callback(queue_free).set_delay(2) #це викличе queue_free() через " +"2 секунди\n" +" [/codeblock]" + msgid "Camera node for 2D scenes." msgstr "Вузол камери для 2D сцен." @@ -19999,7 +25799,7 @@ msgstr "" "інтерфейсу над вікном 3D-просмотру, використовуйте [метод " "is_position_behind], щоб запобігти їх появі, якщо 3D-точка знаходиться позаду " "камери:\n" -" [кодовий блок]\n" +" [codeblock]\n" " # Цей блок коду є частиною сценарію, який успадковує від Node3D.\n" " # `control` - це посилання на вузол, що успадковує Control.\n" " control.visible = not get_viewport().get_camera_3d()." @@ -20294,6 +26094,23 @@ msgstr "" "Множник для суми експозиції. Більше значення призводить до яскравішого " "зображення." +msgid "" +"Sensitivity of camera sensors, measured in ISO. A higher sensitivity results " +"in a brighter image.\n" +"If [member auto_exposure_enabled] is [code]true[/code], this can be used as a " +"method of exposure compensation, doubling the value will increase the " +"exposure value (measured in EV100) by 1 stop.\n" +"[b]Note:[/b] Only available when [member ProjectSettings.rendering/" +"lights_and_shadows/use_physical_light_units] is enabled." +msgstr "" +"Чутливість датчиків камери, виміряна в ISO. Вища чутливість забезпечує " +"яскравіше зображення.\n" +" Якщо [member auto_exposure_enabled] має значення [code]true[/code], це можна " +"використовувати як метод компенсації експозиції; подвоєння значення збільшить " +"значення експозиції (виміряне в EV100) на 1 стоп.\n" +" [b]Примітка.[/b] Доступно, лише якщо ввімкнено [member ProjectSettings." +"rendering/lights_and_shadows/use_physical_light_units]." + msgid "Physically-based camera settings." msgstr "Фізично засновані налаштування камери." @@ -20356,6 +26173,18 @@ msgstr "" "автоматичну експозицію від експозиції нижче певної яскравості, що призводить " "до точки відсікання, де сцена залишатиметься яскравою." +msgid "" +"The minimum luminance (in EV100) used when calculating auto exposure. When " +"calculating scene average luminance, color values will be clamped to at least " +"this value. This limits the auto-exposure from exposing above a certain " +"brightness, resulting in a cut off point where the scene will remain dark." +msgstr "" +"Мінімальна яскравість (у EV100), яка використовується під час розрахунку " +"автоматичної експозиції. Під час обчислення середньої яскравості сцени " +"значення кольорів будуть обмежені принаймні до цього значення. Це обмежує " +"автоматичну експозицію від експозиції вище певної яскравості, що призводить " +"до точки зрізу, де сцена залишатиметься темною." + msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " "unitless ratio between the focal length of the camera and the diameter of the " @@ -20575,6 +26404,37 @@ msgstr "" "Подача з камери дає вам доступ до однієї фізичної камери, підключеної до " "вашого пристрою." +msgid "" +"A camera feed gives you access to a single physical camera attached to your " +"device. When enabled, Godot will start capturing frames from the camera which " +"can then be used. See also [CameraServer].\n" +"[b]Note:[/b] Many cameras will return YCbCr images which are split into two " +"textures and need to be combined in a shader. Godot does this automatically " +"for you if you set the environment to show the camera image in the " +"background.\n" +"[b]Note:[/b] This class is currently only implemented on Linux, macOS, and " +"iOS. On other platforms no [CameraFeed]s will be available. To get a " +"[CameraFeed] on iOS, the camera plugin from [url=https://github.com/" +"godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required." +msgstr "" +"Подача з камери дає вам доступ до однієї фізичної камери, підключеної до " +"вашого пристрою. Якщо ввімкнено, Godot почне знімати кадри з камери, які " +"потім можна використовувати. Дивіться також [CameraServer].\n" +" [b]Примітка: [/b] Багато камер повертають зображення YCbCr, які розділені на " +"дві текстури та потребують об’єднання в шейдері. Годо робить це автоматично " +"за вас, якщо ви налаштуєте середовище для показу зображення камери у фоновому " +"режимі.\n" +" [b]Примітка: [/b] Цей клас наразі реалізовано лише в Linux, macOS та iOS. На " +"інших платформах [CameraFeed] не будуть доступні. Щоб отримати [CameraFeed] " +"на iOS, потрібен плагін камери з [url=https://github.com/godotengine/godot-" +"ios-plugins]godot-ios-plugins[/url]." + +msgid "Called when the camera feed is activated." +msgstr "Викликається, коли активовано подачу з камери." + +msgid "Called when the camera feed is deactivated." +msgstr "Викликається, коли подача камери вимкнена." + msgid "Returns feed image data type." msgstr "Повертає тип даних зображення каналу." @@ -20587,12 +26447,64 @@ msgstr "Повертає назву камери." msgid "Returns the position of camera on the device." msgstr "Повертає положення камери на пристрої." +msgid "" +"Returns the texture backend ID (usable by some external libraries that need a " +"handle to a texture to write data)." +msgstr "" +"Повертає ідентифікатор текстури (може використовуватися деякими зовнішніми " +"бібліотеками, яким для запису даних потрібен дескриптор текстури)." + +msgid "Sets the feed as external feed provided by another library." +msgstr "Встановлює канал як зовнішній канал, наданий іншою бібліотекою." + +msgid "" +"Sets the feed format parameters for the given index in the [member formats] " +"array. Returns [code]true[/code] on success. By default YUYV encoded stream " +"is transformed to FEED_RGB. YUYV encoded stream output format can be changed " +"with [param parameters].output value:\n" +"[code]separate[/code] will result in FEED_YCBCR_SEP\n" +"[code]grayscale[/code] will result in desaturated FEED_RGB\n" +"[code]copy[/code] will result in FEED_YCBCR" +msgstr "" +"Встановлює параметри формату каналу для заданого індексу в масиві [member " +"formats]. У разі успіху повертає [code]true[/code]. За замовчуванням потік у " +"кодуванні YUYV перетворюється на FEED_RGB. Формат вихідного потоку в " +"кодуванні YUYV можна змінити за допомогою [param parameters].output value:\n" +" [code]separate[/code] призведе до FEED_YCBCR_SEP\n" +" [code]відтінки сірого[/code] призведе до ненасиченого FEED_RGB\n" +" [code]копіювати[/code] призведе до FEED_YCBCR" + +msgid "Sets the camera's name." +msgstr "Встановлює назву камери." + +msgid "Sets the position of this camera." +msgstr "Встановлює положення цієї камери." + +msgid "Sets RGB image for this feed." +msgstr "Встановлює зображення RGB для цього каналу." + +msgid "Sets YCbCr image for this feed." +msgstr "Встановлює зображення YCbCr для цього каналу." + msgid "If [code]true[/code], the feed is active." msgstr "Якщо [code]true[/code], канал активний." msgid "The transform applied to the camera's image." msgstr "Перетворення, застосоване до зображення камери." +msgid "" +"Formats supported by the feed. Each entry is a [Dictionary] describing format " +"parameters." +msgstr "" +"Формати, які підтримує фід. Кожен запис є [Словником], що описує параметри " +"формату." + +msgid "Emitted when the format has changed." +msgstr "Видається при зміні формату." + +msgid "Emitted when a new frame is available." +msgstr "Випускається, коли доступний новий кадр." + msgid "No image set for the feed." msgstr "Для каналу не встановлено зображення." @@ -20609,6 +26521,9 @@ msgstr "" "Подача подає окремі зображення Y та CbCr, які потрібно об’єднати та " "перетворити на RGB." +msgid "Feed supplies external image." +msgstr "Корм постачає зовнішнє зображення." + msgid "Unspecified position." msgstr "Невизначена позиція." @@ -20621,6 +26536,24 @@ msgstr "Камера встановлена на задній панелі пр msgid "Server keeping track of different cameras accessible in Godot." msgstr "Сервер відстежує різні камери, доступні в Godot." +msgid "" +"The [CameraServer] keeps track of different cameras accessible in Godot. " +"These are external cameras such as webcams or the cameras on your phone.\n" +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on Linux, macOS, and " +"iOS. On other platforms no [CameraFeed]s will be available. To get a " +"[CameraFeed] on iOS, the camera plugin from [url=https://github.com/" +"godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required." +msgstr "" +"[CameraServer] відстежує різні камери, доступні в Godot. Це зовнішні камери, " +"наприклад веб-камери або камери вашого телефону.\n" +" Зокрема, він використовується для забезпечення модулів AR відеопотоком із " +"камери.\n" +" [b]Примітка: [/b] Цей клас наразі реалізовано лише в Linux, macOS та iOS. На " +"інших платформах [CameraFeed] не будуть доступні. Щоб отримати [CameraFeed] " +"на iOS, потрібен плагін камери з [url=https://github.com/godotengine/godot-" +"ios-plugins]godot-ios-plugins[/url]." + msgid "Adds the camera [param feed] to the camera server." msgstr "Додає камеру [param feed] на сервер камери." @@ -20726,24 +26659,24 @@ msgstr "" "self_modulate] [CanvasGroup], щоб досягти цього ефекту).\n" " [b]Примітка: [/b] [CanvasGroup] використовує спеціальний шейдер для читання " "з заднього буфера для малювання своїх дочірніх елементів. Призначення " -"[Material] для [CanvasGroup] замінює вбудований шейдер. Щоб скопіювати " +"[Material] для [CanvasGroup] замінює вбудований шейдер. Щоб скопіювати " "поведінку вбудованого шейдера в настроюваному [Shader], використовуйте " "наступне:\n" -" [кодовий блок]\n" +" [codeblock]\n" " shader_type canvas_item;\n" -" render_mode незатінений;\n" +" render_mode unshaded;\n" "\n" " uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " "filter_nearest;\n" "\n" " void fragment() {\n" -" vec4 c = textureLod(текстура_екрана, SCREEN_UV, 0.0);\n" +" vec4 c = textureLod(screen_textrue, SCREEN_UV, 0.0);\n" "\n" " якщо (c.a > 0,0001) {\n" " c.rgb /= c.a;\n" " }\n" "\n" -" КОЛІР *= c;\n" +" COLOR *= c;\n" " }\n" " [/codeblock]\n" " [b]Примітка:[/b] Оскільки [CanvasGroup] і [член CanvasItem.clip_children] " @@ -20944,27 +26877,66 @@ msgstr "" " [b]Примітка: [/b] [param width] ефективний, лише якщо [param filled] має " "значення [code]false[/code]." +msgid "" +"Draws a colored polygon of any number of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon.\n" +"[b]Note:[/b] If you frequently redraw the same polygon with a large number of " +"vertices, consider pre-calculating the triangulation with [method Geometry2D." +"triangulate_polygon] and using [method draw_mesh], [method draw_multimesh], " +"or [method RenderingServer.canvas_item_add_triangle_array]." +msgstr "" +"Малює кольоровий багатокутник із будь-якою кількістю точок, опуклих чи " +"увігнутих. На відміну від [методу draw_polygon], єдиний колір потрібно " +"вказати для всього багатокутника.\n" +" [b]Примітка.[/b] Якщо ви часто перемальовуєте один і той самий багатокутник " +"із великою кількістю вершин, розгляньте можливість попереднього розрахунку " +"тріангуляції за допомогою [методу Geometry2D.triangulate_polygon] і " +"використання [методу draw_mesh], [методу draw_multimesh] або [методу " +"RenderingServer.canvas_item_add_triangle_array]." + msgid "" "Draws a dashed line from a 2D point to another, with a given color and width. " -"See also [method draw_multiline] and [method draw_polyline].\n" +"See also [method draw_line], [method draw_multiline], and [method " +"draw_polyline].\n" "If [param width] is negative, then a two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the line parts will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" +"[param dash] is the length of each dash in pixels, with the gap between each " +"dash being the same length. If [param aligned] is [code]true[/code], the " +"length of the first and last dashes may be shortened or lengthened to allow " +"the line to begin and end at the precise points defined by [param from] and " +"[param to]. Both ends are always symmetrical when [param aligned] is " +"[code]true[/code]. If [param aligned] is [code]false[/code], all dashes will " +"have the same length, but the line may appear incomplete at the end due to " +"the dash length not dividing evenly into the line length. Only full dashes " +"are drawn when [param aligned] is [code]false[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" "Малює пунктирну лінію від 2D-точки до іншої заданого кольору та ширини. " -"Дивіться також [метод draw_multiline] і [метод draw_polyline].\n" -" Якщо параметр [param width] є від’ємним, то замість чотирьохточкових " -"примітивів буде намальовано двоточкові. Це означає, що коли CanvasItem " -"масштабується, частини лінії залишаться тонкими. Якщо така поведінка " -"небажана, передайте позитивний [param width], як [code]1.0[/code].\n" -" Якщо [param antialiased] має значення [code]true[/code], напівпрозорі " -"«пір’я» будуть прикріплені до межі, роблячи контури гладкими.\n" -" [b]Примітка:[/b] [param antialiased] ефективний, лише якщо [param width] " +"Дивіться також [метод draw_line], [метод draw_multiline] і [метод " +"draw_polyline]. \n" +"Якщо параметр [param width] від’ємний, то замість чотирьохточкових примітивів " +"буде намальовано двоточкові. Це означає, що коли CanvasItem масштабується, " +"частини лінії залишаться тонкими. Якщо така поведінка небажана, передайте " +"позитивний [param width], як [code]1.0[/code]. \n" +"[param dash] — це довжина кожного штриха в пікселях, причому проміжок між " +"кожним штрихом має однакову довжину. Якщо [param aligned] має значення " +"[code]true[/code], довжину першого та останнього тире можна скоротити або " +"подовжити, щоб дозволити лінії починатися та закінчуватися в точних точках, " +"визначених [param from] та [param to]. Обидва кінці завжди симетричні, коли " +"[param aligned] має значення [code]true[/code]. Якщо [param aligned] має " +"значення [code]false[/code], усі тире матимуть однакову довжину, але рядок " +"може виглядати неповним у кінці через те, що довжина тире не рівномірно " +"ділиться на довжину рядка. Лише цілі тире малюються, коли [param aligned] має " +"значення [code]false[/code]. \n" +"Якщо [param antialiased] має значення [code]true[/code], напівпрозорі «пір’я» " +"будуть прикріплені до межі, роблячи контури гладкими. \n" +"[b]Примітка:[/b] [param antialiased] ефективний, лише якщо [param width] " "більше ніж [code]0.0[/code]." msgid "" @@ -21012,17 +26984,17 @@ msgstr "" msgid "" "Draws a line from a 2D point to another, with a given color and width. It can " -"be optionally antialiased. See also [method draw_multiline] and [method " -"draw_polyline].\n" +"be optionally antialiased. See also [method draw_dashed_line], [method " +"draw_multiline], and [method draw_polyline].\n" "If [param width] is negative, then a two-point primitive will be drawn " "instead of a four-point one. This means that when the CanvasItem is scaled, " "the line will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" -"Малює лінію від 2D точки до іншої заданого кольору та ширини. Його можна " -"додатково згладжувати. Дивіться також [метод draw_multiline] і [метод " -"draw_polyline].\n" -" Якщо параметр [param width] має від’ємне значення, то буде намальовано " +"Малює лінію від 2D-точки до іншої із заданим кольором і шириною. Його можна " +"додатково згладжувати. Дивіться також [метод draw_dashed_line], [метод " +"draw_multiline] і [метод draw_polyline]. \n" +"Якщо параметр [param width] має від’ємне значення, то буде намальовано " "двоточковий примітив замість чотириточкового. Це означає, що коли CanvasItem " "масштабується, лінія залишатиметься тонкою. Якщо така поведінка небажана, " "передайте позитивний [param width], як [code]1.0[/code]." @@ -21142,6 +27114,30 @@ msgstr "" "Малює [MultiMesh] у 2D із наданою текстурою. Відповідну документацію див. у " "[MultiMeshInstance2D]." +msgid "" +"Draws a solid polygon of any number of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]. If you need more flexibility (such as being able to " +"use bones), use [method RenderingServer.canvas_item_add_triangle_array] " +"instead.\n" +"[b]Note:[/b] If you frequently redraw the same polygon with a large number of " +"vertices, consider pre-calculating the triangulation with [method Geometry2D." +"triangulate_polygon] and using [method draw_mesh], [method draw_multimesh], " +"or [method RenderingServer.canvas_item_add_triangle_array]." +msgstr "" +"Малює суцільний багатокутник із будь-якою кількістю точок, опуклих чи " +"увігнутих. На відміну від [методу draw_colored_polygon], колір кожної точки " +"можна змінювати окремо. Дивіться також [метод draw_polyline] і [метод " +"draw_polyline_colors]. Якщо вам потрібна більша гнучкість (наприклад, " +"можливість використовувати кістки), натомість використовуйте [метод " +"RenderingServer.canvas_item_add_triangle_array].\n" +" [b]Примітка.[/b] Якщо ви часто перемальовуєте один і той самий багатокутник " +"із великою кількістю вершин, розгляньте можливість попереднього розрахунку " +"тріангуляції за допомогою [методу Geometry2D.triangulate_polygon] і " +"використання [методу draw_mesh], [методу draw_multimesh] або [методу " +"RenderingServer.canvas_item_add_triangle_array]." + msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " @@ -21277,6 +27273,64 @@ msgstr "" "Встановлює настроюване перетворення для малювання через матрицю. Все, що " "намальовано пізніше, буде трансформовано цим." +msgid "" +"Draws [param text] using the specified [param font] at the [param pos] " +"(bottom-left corner using the baseline of the font). The text will have its " +"color multiplied by [param modulate]. If [param width] is greater than or " +"equal to 0, the text will be clipped if it exceeds the specified width.\n" +"[b]Example:[/b] Draw \"Hello world\", using the project's default font:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# If using this method in a script that redraws constantly, move the\n" +"# `default_font` declaration to a member variable assigned in `_ready()`\n" +"# so the Control is only created once.\n" +"var default_font = ThemeDB.fallback_font\n" +"var default_font_size = ThemeDB.fallback_font_size\n" +"draw_string(default_font, Vector2(64, 64), \"Hello world\", " +"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" +"[/gdscript]\n" +"[csharp]\n" +"// If using this method in a script that redraws constantly, move the\n" +"// `default_font` declaration to a member variable assigned in `_Ready()`\n" +"// so the Control is only created once.\n" +"Font defaultFont = ThemeDB.FallbackFont;\n" +"int defaultFontSize = ThemeDB.FallbackFontSize;\n" +"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " +"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [method Font.draw_string]." +msgstr "" +"Малює [param text], використовуючи вказаний [param font] у [param pos] " +"(нижній лівий кут, використовуючи базову лінію шрифту). Текст матиме свій " +"колір, помножений на [param modulate]. Якщо [param width] більше або дорівнює " +"0, текст буде обрізано, якщо він перевищує вказану ширину.\n" +" [b]Приклад:[/b] Намалюйте \"Hello world\", використовуючи стандартний шрифт " +"проекту:\n" +" [codeblocks]\n" +" [gdscript]\n" +" # Якщо цей метод використовується в сценарії, який постійно " +"перемальовується, перемістіть\n" +" # Оголошення `default_font` для змінної-члена, призначеної в `_ready()`\n" +" # тому елемент керування створюється лише один раз.\n" +" var default_font = ThemeDB.fallback_font\n" +" var default_font_size = ThemeDB.fallback_font_size\n" +" draw_string(default_font, Vector2(64, 64), \"Hello world\", " +"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" +" [/gdscript]\n" +" [csharp]\n" +" // Якщо цей метод використовується в сценарії, який постійно " +"перемальовується, перемістіть\n" +" // Оголошення `default_font` для змінної-члена, призначеної в `_Ready()`\n" +" // тому елемент керування створюється лише один раз.\n" +" Font defaultFont = ThemeDB.FallbackFont;\n" +" int defaultFontSize = ThemeDB.FallbackFontSize;\n" +" DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " +"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" +" [/csharp]\n" +" [/codeblocks]\n" +" Дивіться також [метод Font.draw_string]." + msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] (bottom-left corner using the baseline of the font). The text will have " @@ -21441,6 +27495,45 @@ msgstr "" "Повертає [code]true[/code], якщо сповіщення про глобальне перетворення " "передаються дітям." +msgid "" +"Returns [code]true[/code] if the node is present in the [SceneTree], its " +"[member visible] property is [code]true[/code] and all its ancestors are also " +"visible. If any ancestor is hidden, this node will not be visible in the " +"scene tree, and is therefore not drawn (see [method _draw]).\n" +"Visibility is checked only in parent nodes that inherit from [CanvasItem], " +"[CanvasLayer], and [Window]. If the parent is of any other type (such as " +"[Node], [AnimationPlayer], or [Node3D]), it is assumed to be visible.\n" +"[b]Note:[/b] This method does not take [member visibility_layer] into " +"account, so even if this method returns [code]true[/code], the node might end " +"up not being rendered." +msgstr "" +"Повертає [code]true[/code], якщо вузол присутній у [SceneTree], його " +"властивість [member visible] має значення [code]true[/code] і всі його предки " +"також видимі. Якщо будь-який предок прихований, цей вузол не буде видимим у " +"дереві сцени, і тому не буде намальовано (див. [метод _draw]).\n" +" Видимість перевіряється лише в батьківських вузлах, які успадковуються від " +"[CanvasItem], [CanvasLayer] і [Window]. Якщо батьківський елемент має будь-" +"який інший тип (наприклад, [Node], [AnimationPlayer] або [Node3D]), він " +"вважається видимим.\n" +" [b]Примітка:[/b] цей метод не враховує [member visibility_layer], тож навіть " +"якщо цей метод повертає [code]true[/code], вузол може не відобразитися." + +msgid "" +"Transforms [param viewport_point] from the viewport's coordinates to this " +"node's local coordinates.\n" +"For the opposite operation, use [method get_global_transform_with_canvas].\n" +"[codeblock]\n" +"var viewport_point = get_global_transform_with_canvas() * local_point\n" +"[/codeblock]" +msgstr "" +"Перетворює [параметр viewport_point] із координат вікна перегляду на локальні " +"координати цього вузла.\n" +" Для протилежної операції використовуйте [метод " +"get_global_transform_with_canvas].\n" +" [codeblock]\n" +" var viewport_point = get_global_transform_with_canvas() * local_point\n" +" [/codeblock]" + msgid "" "Transformations issued by [param event]'s inputs are applied in local space " "instead of global space." @@ -21468,6 +27561,30 @@ msgstr "" "викликається [метод _draw]. Це відбувається лише [b]один раз[/b] за кадр, " "навіть якщо цей метод було викликано кілька разів." +msgid "" +"Set the value of a shader uniform for this instance only ([url=$DOCS_URL/" +"tutorials/shaders/shader_reference/shading_language.html#per-instance-" +"uniforms]per-instance uniform[/url]). See also [method ShaderMaterial." +"set_shader_parameter] to assign a uniform on all instances using the same " +"[ShaderMaterial].\n" +"[b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, " +"it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than " +"[code]uniform ...[/code] in the shader code.\n" +"[b]Note:[/b] [param name] is case-sensitive and must match the name of the " +"uniform in the code exactly (not the capitalized name in the inspector)." +msgstr "" +"Встановіть значення шейдерної уніформи лише для цього екземпляра " +"([url=$DOCS_URL/tutorials/shaders/shader_reference/shading_language.html#per-" +"instance-uniforms]per-instance uniform[/url]). Дивіться також [метод " +"ShaderMaterial.set_shader_parameter], щоб призначити однорідність для всіх " +"екземплярів, використовуючи той самий [ShaderMaterial].\n" +" [b]Примітка.[/b] Щоб уніформу шейдера можна було призначати окремо для " +"кожного екземпляра, її [i]має[/i] визначати [code]instance uniform ...[/" +"code], а не [code]uniform ...[/code] у коді шейдера.\n" +" [b]Примітка: [/b] [назва параметра] чутлива до регістру та має точно " +"відповідати назві уніформи в коді (а не назві, написаній великими літерами в " +"інспекторі)." + msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " "NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes." @@ -21502,6 +27619,19 @@ msgstr "" "керування, які успадковують [Popup], правильним способом зробити їх видимими " "є виклик однієї з кількох функцій [code]popup*()[/code]." +msgid "" +"Allows the current node to clip child nodes, essentially acting as a mask.\n" +"[b]Note:[/b] Clipping nodes cannot be nested or placed within [CanvasGroup]s. " +"If an ancestor of this node clips its children or is a [CanvasGroup], then " +"this node's clip mode should be set to [constant CLIP_CHILDREN_DISABLED] to " +"avoid unexpected behavior." +msgstr "" +"Дозволяє поточному вузлу обрізати дочірні вузли, по суті діючи як маска.\n" +" [b]Примітка:[/b] Вузли відсікання не можна вкладати або розміщувати в межах " +"[CanvasGroup]. Якщо предок цього вузла відсікає своїх дочірніх елементів або " +"є [CanvasGroup], тоді для цього вузла режим відсікання має бути встановлено " +"на [константа CLIP_CHILDREN_DISABLED], щоб уникнути неочікуваної поведінки." + msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "Шари візуалізації, у яких цей [CanvasItem] реагує на вузли [Light2D]." @@ -21575,6 +27705,50 @@ msgstr "" "батьківські елементи спільно використовують шар із маскою відбракування " "полотна [Viewport]." +msgid "" +"If [code]true[/code], this [CanvasItem] may be drawn. Whether this " +"[CanvasItem] is actually drawn depends on the visibility of all of its " +"[CanvasItem] ancestors. In other words: this [CanvasItem] will be drawn when " +"[method is_visible_in_tree] returns [code]true[/code] and all [CanvasItem] " +"ancestors share at least one [member visibility_layer] with this " +"[CanvasItem].\n" +"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " +"visible is to call one of the multiple [code]popup*()[/code] functions " +"instead." +msgstr "" +"Якщо [code]true[/code], цей [CanvasItem] можна намалювати. Чи буде цей " +"[CanvasItem] насправді намальований, залежить від видимості всіх його предків " +"[CanvasItem]. Іншими словами: цей [CanvasItem] буде намальовано, коли [method " +"is_visible_in_tree] повертає [code]true[/code] і всі предки [CanvasItem] " +"мають спільний принаймні один [member visibility_layer] з цим [CanvasItem].\n" +" [b]Примітка.[/b] Для елементів керування, які успадковують [Popup], " +"правильний спосіб зробити їх видимими — це викликати одну з кількох функцій " +"[code]popup*()[/code]." + +msgid "" +"If [code]true[/code], this and child [CanvasItem] nodes with a higher Y " +"position are rendered in front of nodes with a lower Y position. If " +"[code]false[/code], this and child [CanvasItem] nodes are rendered normally " +"in scene tree order.\n" +"With Y-sorting enabled on a parent node ('A') but disabled on a child node " +"('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc.) " +"render together on the same Y position as the child node ('B'). This allows " +"you to organize the render order of a scene without changing the scene tree.\n" +"Nodes sort relative to each other only if they are on the same [member " +"z_index]." +msgstr "" +"Якщо [code]true[/code], цей і дочірній вузли [CanvasItem] з вищою позицією Y " +"відображаються перед вузлами з нижчою позицією Y. Якщо [code]false[/code], " +"цей і дочірній вузли [CanvasItem] відображаються зазвичай у порядку дерева " +"сцен.\n" +" Якщо Y-сортування ввімкнено на батьківському вузлі ('A'), але вимкнено на " +"дочірньому вузлі ('B'), дочірній вузол ('B') сортується, але його дочірні " +"вузли ('C1', 'C2' тощо) відображаються разом у тій же позиції Y, що й " +"дочірній вузол ('B'). Це дозволяє організовувати порядок візуалізації сцени " +"без зміни дерева сцени.\n" +" Вузли сортуються відносно один одного, лише якщо вони знаходяться на одному " +"[члені z_index]." + msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z index. " "If this node's Z index is 2 and its parent's effective Z index is 3, then " @@ -21615,6 +27789,31 @@ msgstr "" "[b]Примітка:[/b] Відкладені підключення не дозволяють малювання за допомогою " "методів [code]draw_*[/code]." +msgid "" +"Emitted when the [CanvasItem] is hidden, i.e. it's no longer visible in the " +"tree (see [method is_visible_in_tree])." +msgstr "" +"Випромінюється, коли [CanvasItem] приховано, тобто його більше не видно в " +"дереві (див. [метод is_visible_in_tree])." + +msgid "" +"Emitted when the [CanvasItem]'s boundaries (position or size) change, or when " +"an action took place that may have affected these boundaries (e.g. changing " +"[member Sprite2D.texture])." +msgstr "" +"Випускається, коли межі [CanvasItem] (позиція чи розмір) змінюються або коли " +"виконується дія, яка могла вплинути на ці межі (наприклад, зміна [члена " +"Sprite2D.texture])." + +msgid "" +"Emitted when the [CanvasItem]'s visibility changes, either because its own " +"[member visible] property changed or because its visibility in the tree " +"changed (see [method is_visible_in_tree])." +msgstr "" +"Видається, коли видимість [CanvasItem] змінюється через зміну його власної " +"властивості [member visible] або через зміну його видимості в дереві (див. " +"[метод is_visible_in_tree])." + msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." @@ -21959,6 +28158,17 @@ msgstr "" "Спеціальний вузол [Viewport], призначений для [CanvasLayer]. Якщо [code]null[/" "code], натомість використовується вікно перегляду за замовчуванням." +msgid "" +"If enabled, the [CanvasLayer] stays in a fixed position on the screen. If " +"disabled, the [CanvasLayer] maintains its position in world space.\n" +"Together with [member follow_viewport_scale], this can be used for a " +"pseudo-3D effect." +msgstr "" +"Якщо ввімкнено, [CanvasLayer] залишається у фіксованому положенні на екрані. " +"Якщо вимкнено, [CanvasLayer] зберігає свою позицію у світовому просторі.\n" +" Разом із [member follow_viewport_scale] це можна використовувати для " +"псевдо-3D-ефекту." + msgid "" "Scales the layer when using [member follow_viewport_enabled]. Layers moving " "into the foreground should have increasing scales, while layers moving into " @@ -22306,6 +28516,49 @@ msgstr "" "діагональний рух, на відміну від [member velocity], який повертає запитувану " "швидкість." +msgid "" +"Returns a [KinematicCollision2D], which contains information about a " +"collision that occurred during the last call to [method move_and_slide]. " +"Since the body can collide several times in a single call to [method " +"move_and_slide], you must specify the index of the collision in the range 0 " +"to ([method get_slide_collision_count] - 1).\n" +"[b]Example:[/b] Iterate through the collisions with a [code]for[/code] loop:\n" +"[codeblocks]\n" +"[gdscript]\n" +"for i in get_slide_collision_count():\n" +" var collision = get_slide_collision(i)\n" +" print(\"Collided with: \", collision.get_collider().name)\n" +"[/gdscript]\n" +"[csharp]\n" +"for (int i = 0; i < GetSlideCollisionCount(); i++)\n" +"{\n" +" KinematicCollision2D collision = GetSlideCollision(i);\n" +" GD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Повертає [KinematicCollision2D], який містить інформацію про зіткнення, яке " +"сталося під час останнього виклику [методу move_and_slide]. Оскільки тіло " +"може зіткнутися кілька разів під час одного виклику [методу move_and_slide], " +"ви повинні вказати індекс зіткнення в діапазоні від 0 до ([метод " +"get_slide_collision_count] - 1).\n" +"[b]Приклад використання:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"for i в get_slide_collision_count():\n" +" var collision = get_slide_collision(i)\n" +" print(\"Зіткнувся з: \", collision.get_collider().name)\n" +"[/gdscript]\n" +"[csharp]\n" +"for (int i = 0; i < GetSlideCollisionCount(); i++)\n" +"{\n" +" KinematicCollision2D зіткнення = GetSlideCollision(i);\n" +" GD.Print(\"Зіткнувся з: \", (collision.GetCollider() as Node).Name);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." @@ -22869,9 +29122,73 @@ msgstr "" "1)}\n" "[/codeblock]" +msgid "" +"[TextServer] RID of the font used to render glyph, this value can be used " +"with [code]TextServer.font_*[/code] methods to retrieve font information.\n" +"[b]Note:[/b] Read-only. Setting this property won't affect drawing." +msgstr "" +"[TextServer] RID шрифту, який використовується для відтворення гліфа, це " +"значення можна використовувати з методами [code]TextServer.font_*[/code] для " +"отримання інформації про шрифт.\n" +" [b]Примітка:[/b] Лише для читання. Налаштування цієї властивості не вплине " +"на малюнок." + +msgid "" +"Number of glyphs in the grapheme cluster. This value is set in the first " +"glyph of a cluster.\n" +"[b]Note:[/b] Read-only. Setting this property won't affect drawing." +msgstr "" +"Кількість гліфів у кластері графем. Це значення встановлюється в першому " +"гліфі кластера.\n" +"[b]Примітка:[/b] Лише для читання. Налаштування цієї властивості не вплине на " +"малюнок." + +msgid "" +"Glyph flags. See [enum TextServer.GraphemeFlag] for more info.\n" +"[b]Note:[/b] Read-only. Setting this property won't affect drawing." +msgstr "" +"Гліфові прапори. Дивіться [enum TextServer.GraphemeFlag] для отримання " +"додаткової інформації.\n" +"[b]Примітка:[/b] Лише для читання. Налаштування цієї властивості не вплине на " +"малюнок." + +msgid "" +"Glyph index specific to the [member font]. If you want to replace this glyph, " +"use [method TextServer.font_get_glyph_index] with [member font] to get a new " +"glyph index for a single character." +msgstr "" +"Індекс гліфа, специфічний для [шрифту-члена]. Якщо ви хочете замінити цей " +"гліф, використовуйте [method TextServer.font_get_glyph_index] на [member " +"font], щоб отримати новий індекс гліфа для одного символу." + msgid "The position offset the character will be drawn with (in pixels)." msgstr "Зсув позиції, з яким буде намальовано символ (у пікселях)." +msgid "" +"If [code]true[/code], FX transform is called for outline drawing.\n" +"[b]Note:[/b] Read-only. Setting this property won't affect drawing." +msgstr "" +"Якщо [code]true[/code], трансформація FX викликається для малювання контуру.\n" +"[b]Примітка:[/b] Лише для читання. Налаштування цієї властивості не вплине на " +"малюнок." + +msgid "" +"Absolute character range in the string, corresponding to the glyph.\n" +"[b]Note:[/b] Read-only. Setting this property won't affect drawing." +msgstr "" +"Абсолютний діапазон символів у рядку, що відповідає гліфу.\n" +"[b]Примітка:[/b] Лише для читання. Налаштування цієї властивості не вплине на " +"малюнок." + +msgid "" +"The character offset of the glyph, relative to the current [RichTextEffect] " +"custom block.\n" +"[b]Note:[/b] Read-only. Setting this property won't affect drawing." +msgstr "" +"Зсув символу гліфа відносно поточного спеціального блоку [RichTextEffect].\n" +"[b]Примітка:[/b] Лише для читання. Налаштування цієї властивості не вплине на " +"малюнок." + msgid "" "The current transform of the current glyph. It can be overridden (for " "example, by driving the position and rotation from a curve). You can also " @@ -23076,9 +29393,15 @@ msgstr "" "Повертає [code]true[/code], якщо об’єкти можуть бути створені з указаного " "[param class], інакше повертає [code]false[/code]." +msgid "Calls a static method on a class." +msgstr "Викликає статичний метод класу." + msgid "Returns whether the specified [param class] is available or not." msgstr "Повертає інформацію про те, чи доступний [param class] чи ні." +msgid "Returns the API type of [param class]. See [enum APIType]." +msgstr "Повертає тип API [param class]. Див. [enum APIType]." + msgid "" "Returns an array with all the keys in [param enum] of [param class] or its " "ancestry." @@ -23142,6 +29465,9 @@ msgstr "" "Повертає значення за замовчуванням [param property] [param class] або його " "класів-попередників." +msgid "Returns the getter method name of [param property] of [param class]." +msgstr "Повертає назву методу отримання [param property] [param class]." + msgid "" "Returns an array with all the properties of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]." @@ -23149,6 +29475,9 @@ msgstr "" "Повертає масив з усіма властивостями [param class] або його предків, якщо " "[param no_inheritance] має значення [code]false[/code]." +msgid "Returns the setter method name of [param property] of [param class]." +msgstr "Повертає назву методу налаштування [param property] [param class]." + msgid "" "Returns the [param signal] data of [param class] or its ancestry. The " "returned value is a [Dictionary] with the following keys: [code]args[/code], " @@ -23233,6 +29562,21 @@ msgstr "" msgid "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "Повертає, чи є [param inherits] предком [param class] чи ні." +msgid "Native Core class type." +msgstr "Тип класу Native Core." + +msgid "Native Editor class type." +msgstr "Тип класу Native Editor." + +msgid "GDExtension class type." +msgstr "Тип класу GDExtension." + +msgid "GDExtension Editor class type." +msgstr "Тип класу редактора GDExtension." + +msgid "Unknown class type." +msgstr "Невідомий тип класу." + msgid "A multiline text editor designed for editing code." msgstr "Багаторядковий текстовий редактор, призначений для редагування коду." @@ -23330,6 +29674,19 @@ msgstr "" "Якщо [param line_only] має значення [code]true[/code] або [param end_key] є " "порожнім [String], область не переноситься на наступний рядок." +msgid "" +"Returns [code]true[/code] if the given line is foldable. A line is foldable " +"if it is the start of a valid code region (see [method " +"get_code_region_start_tag]), if it is the start of a comment or string block, " +"or if the next non-empty line is more indented (see [method TextEdit." +"get_indent_level])." +msgstr "" +"Повертає [code]true[/code], якщо вказаний рядок можна згорнути. Рядок можна " +"згорнути, якщо він є початком дійсної області коду (див. [метод " +"get_code_region_start_tag]), якщо він є початком блоку коментаря чи рядка, " +"або якщо наступний непорожній рядок має більший відступ (див. [метод TextEdit." +"get_indent_level])." + msgid "Cancels the autocomplete menu." msgstr "Скасовує меню автозаповнення." @@ -23389,6 +29746,17 @@ msgstr "" msgid "Deletes all lines that are selected or have a caret on them." msgstr "Видаляє всі виділені рядки або рядки, на яких є вставка." +msgid "" +"If there is no selection, indentation is inserted at the caret. Otherwise, " +"the selected lines are indented like [method indent_lines]. Equivalent to the " +"[member ProjectSettings.input/ui_text_indent] action. The indentation " +"characters used depend on [member indent_use_spaces] and [member indent_size]." +msgstr "" +"Якщо виділення немає, відступ вставляється біля каретки. В іншому випадку " +"вибрані рядки мають відступ, як [method indent_lines]. Еквівалент дії [member " +"ProjectSettings.input/ui_text_indent]. Використовувані символи відступу " +"залежать від [member indent_use_spaces] і [member indent_size]." + msgid "" "Duplicates all lines currently selected with any caret. Duplicates the entire " "line beneath the current one no matter where the caret is within the line." @@ -23481,6 +29849,9 @@ msgstr "" msgid "Gets all executing lines." msgstr "Отримує всі рядки для виконання." +msgid "Returns all lines that are currently folded." +msgstr "Повертає всі рядки, які наразі зігнуті." + msgid "" "Returns the full text with char [code]0xFFFF[/code] at the caret location." msgstr "Повертає повний текст із символом [code]0xFFFF[/code] у місці вставки." @@ -23508,6 +29879,14 @@ msgstr "[code]true[/code] якщо коментар [param start_key] існує msgid "Returns [code]true[/code] if string [param start_key] exists." msgstr "[code]true[/code] if string [param start_key] існує." +msgid "" +"Indents all lines that are selected or have a caret on them. Uses spaces or a " +"tab depending on [member indent_use_spaces]. See [method unindent_lines]." +msgstr "" +"Робить відступи для всіх виділених рядків або рядків із вставкою. " +"Використовує пробіли або табуляцію залежно від [member indent_use_spaces]. " +"Див. [метод unindent_lines]." + msgid "" "Returns delimiter index if [param line] [param column] is in a comment. If " "[param column] is not provided, will return delimiter index if the entire " @@ -23526,6 +29905,47 @@ msgstr "" "міститься в рядку. Якщо [param column] не надано, поверне індекс роздільника, " "якщо весь [param line] є рядком. Інакше [code]-1[/code]." +msgid "" +"Returns [code]true[/code] if the given line is bookmarked. See [method " +"set_line_as_bookmarked]." +msgstr "" +"Повертає [code]true[/code], якщо даний рядок додано до закладок. Перегляньте " +"[метод set_line_as_bookmarked]." + +msgid "" +"Returns [code]true[/code] if the given line is breakpointed. See [method " +"set_line_as_breakpoint]." +msgstr "" +"Повертає [code]true[/code], якщо вказаний рядок має точку зупину. Перегляньте " +"[метод set_line_as_breakpoint]." + +msgid "" +"Returns [code]true[/code] if the given line is a code region end. See [method " +"set_code_region_tags]." +msgstr "" +"Повертає [code]true[/code], якщо вказаний рядок є кінцем області коду. " +"Перегляньте [метод set_code_region_tags]." + +msgid "" +"Returns [code]true[/code] if the given line is a code region start. See " +"[method set_code_region_tags]." +msgstr "" +"Повертає [code]true[/code], якщо вказаний рядок є початком області коду. " +"Перегляньте [метод set_code_region_tags]." + +msgid "" +"Returns [code]true[/code] if the given line is marked as executing. See " +"[method set_line_as_executing]." +msgstr "" +"Повертає [code]true[/code], якщо даний рядок позначено як виконуваний. " +"Перегляньте [метод set_line_as_executing]." + +msgid "" +"Returns [code]true[/code] if the given line is folded. See [method fold_line]." +msgstr "" +"Повертає [code]true[/code], якщо заданий рядок зігнуто. Див. [метод " +"fold_line]." + msgid "Moves all lines down that are selected or have a caret on them." msgstr "Пересуває всі виділені рядки або рядки, на яких є вставка." @@ -23555,11 +29975,53 @@ msgstr "Встановлює поточний вибраний параметр msgid "Sets the code hint text. Pass an empty string to clear." msgstr "Встановлює текст підказки коду. Передайте порожній рядок для очищення." +msgid "" +"If [code]true[/code], the code hint will draw below the main caret. If " +"[code]false[/code], the code hint will draw above the main caret. See [method " +"set_code_hint]." +msgstr "" +"Якщо [code]true[/code], підказка коду буде відображатися під основною " +"кареткою. Якщо [code]false[/code], підказка коду відображатиметься над " +"основною кареткою. Перегляньте [метод set_code_hint]." + msgid "Sets the code region start and end tags (without comment delimiter)." msgstr "" "Встановлює початкові та кінцеві теги області коду (без розділювача " "коментарів)." +msgid "" +"Sets the given line as bookmarked. If [code]true[/code] and [member " +"gutters_draw_bookmarks] is [code]true[/code], draws the [theme_item bookmark] " +"icon in the gutter for this line. See [method get_bookmarked_lines] and " +"[method is_line_bookmarked]." +msgstr "" +"Встановлює заданий рядок як закладений. Якщо [code]true[/code] і [member " +"gutters_draw_bookmarks] має значення [code]true[/code], малює піктограму " +"[theme_item bookmark] у канаві для цього рядка. Перегляньте [метод " +"get_bookmarked_lines] і [метод is_line_bookmarked]." + +msgid "" +"Sets the given line as a breakpoint. If [code]true[/code] and [member " +"gutters_draw_breakpoints_gutter] is [code]true[/code], draws the [theme_item " +"breakpoint] icon in the gutter for this line. See [method " +"get_breakpointed_lines] and [method is_line_breakpointed]." +msgstr "" +"Встановлює заданий рядок як точку зупину. Якщо [code]true[/code] і [member " +"gutters_draw_breakpoints_gutter] має значення [code]true[/code], малює " +"піктограму [theme_item breakpoint] у канаві для цього рядка. Перегляньте " +"[method get_breakpointed_lines] і [method is_line_breakpointed]." + +msgid "" +"Sets the given line as executing. If [code]true[/code] and [member " +"gutters_draw_executing_lines] is [code]true[/code], draws the [theme_item " +"executing_line] icon in the gutter for this line. See [method " +"get_executing_lines] and [method is_line_executing]." +msgstr "" +"Встановлює заданий рядок як виконуваний. Якщо [code]true[/code] і [member " +"gutters_draw_executing_lines] має значення [code]true[/code], малює " +"піктограму [theme_item executing_line] у канаві для цього рядка. Перегляньте " +"[method get_executing_lines] і [method is_line_executing]." + msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup." msgstr "Встановлює символ, виданий [signal symbol_validate], як дійсний пошук." @@ -23569,6 +30031,24 @@ msgstr "Увімкнути згортання блоку коду в задан msgid "Toggle the folding of the code block on all lines with a caret on them." msgstr "Увімкніть згортання блоку коду на всіх рядках із введенням." +msgid "Unfolds all lines that are folded." +msgstr "Розгортає всі складені лінії." + +msgid "" +"Unfolds the given line if it is folded or if it is hidden under a folded line." +msgstr "" +"Розгортає задану лінію, якщо вона зігнута або захована під лінією згину." + +msgid "" +"Unindents all lines that are selected or have a caret on them. Uses spaces or " +"a tab depending on [member indent_use_spaces]. Equivalent to the [member " +"ProjectSettings.input/ui_text_dedent] action. See [method indent_lines]." +msgstr "" +"Скасовує відступи в усіх вибраних рядках або рядках, на яких є вставка. " +"Використовує пробіли або табуляцію залежно від [member indent_use_spaces]. " +"Еквівалент дії [member ProjectSettings.input/ui_text_dedent]. Див. [метод " +"indent_lines]." + msgid "" "Submits all completion options added with [method " "add_code_completion_option]. Will try to force the autocomplete menu to " @@ -23580,6 +30060,52 @@ msgstr "" "автозаповнення, якщо [param force] має значення [code]true[/code].\n" "[b]Примітка:[/b] це замінить усіх поточних кандидатів." +msgid "" +"If [code]true[/code], uses [member auto_brace_completion_pairs] to " +"automatically insert the closing brace when the opening brace is inserted by " +"typing or autocompletion. Also automatically removes the closing brace when " +"using backspace on the opening brace." +msgstr "" +"Якщо [code]true[/code], використовує [member auto_brace_completion_pairs], " +"щоб автоматично вставляти закриваючу дужку, коли відкриваюча дужка " +"вставляється шляхом введення чи автозаповнення. Також автоматично видаляє " +"закриваючу фігурну дужку під час використання зворотного простору на " +"відкривній дужці." + +msgid "" +"If [code]true[/code], highlights brace pairs when the caret is on either one, " +"using [member auto_brace_completion_pairs]. If matching, the pairs will be " +"underlined. If a brace is unmatched, it is colored with [theme_item " +"brace_mismatch_color]." +msgstr "" +"Якщо [code]true[/code], підсвічує пари фігурних дужок, коли вставка " +"знаходиться на одній із них, використовуючи [member " +"auto_brace_completion_pairs]. У разі збігу пари будуть підкреслені. Якщо " +"дужка не відповідає, вона забарвлюється [theme_item brace_mismatch_color]." + +msgid "" +"Sets the brace pairs to be autocompleted. For each entry in the dictionary, " +"the key is the opening brace and the value is the closing brace that matches " +"it. A brace is a [String] made of symbols. See [member " +"auto_brace_completion_enabled] and [member " +"auto_brace_completion_highlight_matching]." +msgstr "" +"Встановлює автозаповнення пар дужок. Для кожного запису в словнику ключ є " +"відкриваючою фігурною дужкою, а значенням є відповідна йому закриваюча дужка. " +"Дужка — це [рядок] із символів. Перегляньте [member " +"auto_brace_completion_enabled] і [member " +"auto_brace_completion_highlight_matching]." + +msgid "" +"If [code]true[/code], the [member ProjectSettings.input/" +"ui_text_completion_query] action requests code completion. To handle it, see " +"[method _request_code_completion] or [signal code_completion_requested]." +msgstr "" +"Якщо [code]true[/code], дія [member ProjectSettings.input/" +"ui_text_completion_query] вимагає завершення коду. Щоб впоратися з цим, " +"перегляньте [method _request_code_completion] або [signal " +"code_completion_requested]." + msgid "Sets prefixes that will trigger code completion." msgstr "Встановлює префікси, які запускатимуть завершення коду." @@ -23594,6 +30120,85 @@ msgid "" msgstr "" "Встановлює розділювачі рядків. Усі існуючі розділювачі рядків буде видалено." +msgid "" +"If [code]true[/code], bookmarks are drawn in the gutter. This gutter is " +"shared with breakpoints and executing lines. See [method " +"set_line_as_bookmarked]." +msgstr "" +"Якщо [code]true[/code], закладки малюються в канаві. Цей канал " +"використовується спільно з точками зупинки та рядками виконання. Перегляньте " +"[метод set_line_as_bookmarked]." + +msgid "" +"If [code]true[/code], breakpoints are drawn in the gutter. This gutter is " +"shared with bookmarks and executing lines. Clicking the gutter will toggle " +"the breakpoint for the line, see [method set_line_as_breakpoint]." +msgstr "" +"Якщо [code]true[/code], точки зупину малюються в каналі. Цей жолоб спільний " +"із закладками та лініями виконання. Клацання на жолобі перемикає точку " +"розриву для рядка, див. [метод set_line_as_breakpoint]." + +msgid "" +"If [code]true[/code], executing lines are marked in the gutter. This gutter " +"is shared with breakpoints and bookmarks. See [method set_line_as_executing]." +msgstr "" +"Якщо [code]true[/code], рядки виконання позначаються в канаві. Цей канал " +"використовується спільно з точками зупинки та закладками. Перегляньте [метод " +"set_line_as_executing]." + +msgid "" +"If [code]true[/code], the fold gutter is drawn. In this gutter, the " +"[theme_item can_fold_code_region] icon is drawn for each foldable line (see " +"[method can_fold_line]) and the [theme_item folded_code_region] icon is drawn " +"for each folded line (see [method is_line_folded]). These icons can be " +"clicked to toggle the fold state, see [method toggle_foldable_line]. [member " +"line_folding] must be [code]true[/code] to show icons." +msgstr "" +"Якщо [code]true[/code], малюється жолоб складки. У цьому каналі піктограма " +"[theme_item can_fold_code_region] намальована для кожної лінії згортання " +"(див. [метод can_fold_line]), а піктограма [theme_item folded_code_region] " +"намальована для кожної лінії згинання (див. [метод is_line_folded]). Ці " +"піктограми можна натиснути, щоб перемкнути стан згортання, див. [метод " +"toggle_foldable_line]. [member line_folding] має бути [code]true[/code], щоб " +"відображати значки." + +msgid "" +"If [code]true[/code], the line number gutter is drawn. Line numbers start at " +"[code]1[/code] and are incremented for each line of text. Clicking and " +"dragging in the line number gutter will select entire lines of text." +msgstr "" +"Якщо [code]true[/code], буде намальовано межу номера рядка. Номери рядків " +"починаються з [code]1[/code] і збільшуються для кожного рядка тексту. Якщо " +"клацнути та перетягнути рядок у рядку, ви виберете цілі рядки тексту." + +msgid "" +"If [code]true[/code], line numbers drawn in the gutter are zero padded based " +"on the total line count. Requires [member gutters_draw_line_numbers] to be " +"set to [code]true[/code]." +msgstr "" +"Якщо [code]true[/code], номери рядків, намальовані в канаві, доповнюються " +"нулями на основі загальної кількості рядків. Вимагає, щоб параметр [member " +"gutters_draw_line_numbers] мав значення [code]true[/code]." + +msgid "" +"If [code]true[/code], an extra indent is automatically inserted when a new " +"line is added and a prefix in [member indent_automatic_prefixes] is found. If " +"a brace pair opening key is found, the matching closing brace will be moved " +"to another new line (see [member auto_brace_completion_pairs])." +msgstr "" +"Якщо [code]true[/code], додатковий відступ буде автоматично вставлено, коли " +"додається новий рядок і знайдено префікс у [member " +"indent_automatic_prefixes]. Якщо ключ відкриття пари фігурних дужок знайдено, " +"відповідну закриваючу дужку буде переміщено в інший новий рядок (див. [member " +"auto_brace_completion_pairs])." + +msgid "" +"Prefixes to trigger an automatic indent. Used when [member indent_automatic] " +"is set to [code]true[/code]." +msgstr "" +"Префікси для запуску автоматичного відступу. Використовується, коли [member " +"indent_automatic] має значення [code]true[/code]." + msgid "" "Size of the tabulation indent (one [kbd]Tab[/kbd] press) in characters. If " "[member indent_use_spaces] is enabled the number of spaces to use." @@ -23604,6 +30209,16 @@ msgstr "" msgid "Use spaces instead of tabs for indentation." msgstr "Використовуйте пробіли замість табуляції для відступу." +msgid "" +"If [code]true[/code], lines can be folded. Otherwise, line folding methods " +"like [method fold_line] will not work and [method can_fold_line] will always " +"return [code]false[/code]. See [member gutters_draw_fold_gutter]." +msgstr "" +"Якщо [code]true[/code], рядки можна згорнути. Інакше такі методи згортання " +"рядків, як [method fold_line], не працюватимуть, а [method can_fold_line] " +"завжди повертатиме [code]false[/code]. Див. [учасник " +"gutters_draw_fold_gutter]." + msgid "" "Draws vertical lines at the provided columns. The first entry is considered a " "main hard guideline and is draw more prominently." @@ -23618,6 +30233,11 @@ msgstr "" "Установіть, коли натиснуто перевірене слово з [signal symbol_validate], має " "видаватись [signal symbol_lookup]." +msgid "" +"Set when a word is hovered, the [signal symbol_hovered] should be emitted." +msgstr "" +"Встановіть, коли слово наводиться, має видаватись [signal symbol_hovered]." + msgid "" "Emitted when a breakpoint is added or removed from a line. If the line is " "moved via backspace a removed is emitted at the old line." @@ -23625,9 +30245,44 @@ msgstr "" "Видається, коли точка зупину додається або видаляється з рядка. Якщо рядок " "переміщується за допомогою Backspace, на старому рядку виводиться видалений." +msgid "" +"Emitted when the user requests code completion. This signal will not be sent " +"if [method _request_code_completion] is overridden or [member " +"code_completion_enabled] is [code]false[/code]." +msgstr "" +"Видається, коли користувач запитує завершення коду. Цей сигнал не буде " +"надіслано, якщо [method _request_code_completion] перевизначено або [member " +"code_completion_enabled] має значення [code]false[/code]." + +msgid "" +"Emitted when the user hovers over a symbol. Unlike [signal Control." +"mouse_entered], this signal is not emitted immediately, but when the cursor " +"is over the symbol for [member ProjectSettings.gui/timers/tooltip_delay_sec] " +"seconds.\n" +"[b]Note:[/b] [member symbol_tooltip_on_hover] must be [code]true[/code] for " +"this signal to be emitted." +msgstr "" +"Видається, коли користувач наводить курсор на символ. На відміну від [signal " +"Control.mouse_entered], цей сигнал видається не відразу, а коли курсор " +"знаходиться над символом протягом [member ProjectSettings.gui/timers/" +"tooltip_delay_sec] секунд.\n" +" [b]Примітка: [/b] [member symbol_tooltip_on_hover] має бути [code]true[/" +"code], щоб цей сигнал випромінювався." + msgid "Emitted when the user has clicked on a valid symbol." msgstr "Видається, коли користувач натискає дійсний символ." +msgid "" +"Emitted when the user hovers over a symbol. The symbol should be validated " +"and responded to, by calling [method set_symbol_lookup_word_as_valid].\n" +"[b]Note:[/b] [member symbol_lookup_on_click] must be [code]true[/code] for " +"this signal to be emitted." +msgstr "" +"Видається, коли користувач наводить курсор на символ. Символ слід перевірити " +"та відповісти на нього, викликавши [метод set_symbol_lookup_word_as_valid].\n" +" [b]Примітка: [/b] [member symbol_lookup_on_click] має бути [code]true[/" +"code], щоб цей сигнал випромінювався." + msgid "Marks the option as a class." msgstr "Позначає опцію як клас." @@ -23788,6 +30443,13 @@ msgstr "" "Встановлює настроюваний [Texture2D] для малювання лінії згинання, коли " "область коду можна згорнути." +msgid "" +"Background panel for the color preview box in autocompletion (visible when " +"the color is translucent)." +msgstr "" +"Фонова панель для вікна попереднього перегляду кольору в автозавершенні " +"(видно, коли колір напівпрозорий)." + msgid "Icon to draw in the executing gutter for executing lines." msgstr "Піктограма для малювання у жолобі виконання для виконання ліній." @@ -24496,6 +31158,24 @@ msgstr "" msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "Вузлом, який надає полігонну форму до [CollisionObject2D] батьків." +msgid "" +"A node that provides a polygon shape to a [CollisionObject2D] parent and " +"allows to edit it. The polygon can be concave or convex. This can give a " +"detection shape to an [Area2D], turn [PhysicsBody2D] into a solid object, or " +"give a hollow shape to a [StaticBody2D].\n" +"[b]Warning:[/b] A non-uniformly scaled [CollisionPolygon2D] will likely not " +"behave as expected. Make sure to keep its scale the same on all axes and " +"adjust its polygon instead." +msgstr "" +"Вузол, який надає форму багатокутника батьківському елементу " +"[CollisionObject2D] і дозволяє редагувати його. Багатокутник може бути " +"увігнутим або опуклим. Це може надати форму виявлення [Area2D], перетворити " +"[PhysicsBody2D] на суцільний об’єкт або надати порожнисту форму " +"[StaticBody2D].\n" +" [b]Попередження: [/b] Нерівномірно масштабований [CollisionPolygon2D], " +"швидше за все, не буде поводитися належним чином. Обов’язково зберігайте його " +"масштаб однаковим на всіх осях і натомість налаштуйте його багатокутник." + msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "" "Режим побудови Collision. Використовуйте один з констанцій [enum BuildMode]." @@ -24581,6 +31261,29 @@ msgstr "" "буде досяжним. Переконайтеся в тому, щоб зберегти свою масштабність на всіх " "осі і регулювати його форму ресурсу замість того, щоб зберегти його масштаби." +msgid "" +"The collision shape color that is displayed in the editor, or in the running " +"project if [b]Debug > Visible Collision Shapes[/b] is checked at the top of " +"the editor.\n" +"[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/" +"collision/shape_color]. The [code]Color(0, 0, 0, 0)[/code] value documented " +"here is a placeholder, and not the actual default debug color." +msgstr "" +"Колір форми зіткнень, який відображається в редакторі або в запущеному " +"проекті, якщо у верхній частині редактора позначено [b]Налагодження > Видимі " +"форми зіткнень[/b].\n" +" [b]Примітка:[/b] Значення за умовчанням — [член ProjectSettings.debug/shapes/" +"collision/shape_color]. Значення [code]Color(0, 0, 0, 0)[/code], " +"задокументоване тут, є заповнювачем, а не фактичним кольором налагодження за " +"умовчанням." + +msgid "" +"If [code]true[/code], when the shape is displayed, it will show a solid fill " +"color in addition to its wireframe." +msgstr "" +"Якщо [code]true[/code], коли фігура відображається, вона відображатиме " +"суцільний колір заливки на додаток до свого каркасу." + msgid "" "Length that the resulting collision extends in either direction perpendicular " "to its 2D polygon." @@ -24731,6 +31434,17 @@ msgstr "Демонстрація інтерполяції Tween" msgid "GUI Drag And Drop Demo" msgstr "КОМПЛЕКС Драготи і падіння демо" +msgid "" +"Constructs a default [Color] from opaque black. This is the same as [constant " +"BLACK].\n" +"[b]Note:[/b] In C#, this constructs a [Color] with all of its components set " +"to [code]0.0[/code] (transparent black)." +msgstr "" +"Створює стандартний [Колір] із непрозорого чорного. Це те саме, що [константа " +"ЧОРНИЙ].\n" +"[b]Примітка:[/b] у C# це створює [Color] з усіма його компонентами, " +"встановленими на [code]0.0[/code] (прозорий чорний)." + msgid "" "Constructs a [Color] from the existing color, with [member a] set to the " "given [param alpha] value.\n" @@ -24745,13 +31459,12 @@ msgid "" msgstr "" "Constructs a [Color] з існуючого кольору, з [пам'ятним] значенням [param " "alpha].\n" -"[блоки коду]\n" -"[видання]\n" -"var червоний = Колір(кольоровий, 0.2) # 20% непрозорий червоний.\n" +"[codeblock]\n" +"[gdscript]\n" +"var червоний = Color(Color.RED, 0.2) # 20% opaque red.\n" "[/gdscript]\n" "[csharp]\n" -"var червоний = новий колір (Колони. Червоний, 0,2f); // 20% непрозорий " -"червоний.\n" +"var red = new Color (Colors. Red, 0,2f); // 20% opaque red.\n" "[/csharp]\n" "[/codeblocks]" @@ -24789,13 +31502,13 @@ msgid "" msgstr "" "Constructs a [Color] з значень RGB, як правило, між 0.0 і 1.0. [Пам'ятий] " "встановлюється до 1.0.\n" -"[блоки коду]\n" -"[видання]\n" -"var колір = Колір(0.2, 1.0, 0.7) # Подібно до `Color8(51, 255, 178, 255) й\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(0.2, 1.0, 0.7) # Подібно до `Color8(51, 255, 178, 255) й\n" "[/gdscript]\n" "[csharp]\n" -"var колір = новий колір(0.2f, 1.0f, 0.7f); // Подібно до `Color.Color8(51, " -"255, 178, 255) й\n" +"var color = new Color(0.2f, 1.0f, 0.7f); // Подібно до `Color.Color8(51, 255, " +"178, 255) й\n" "[/csharp]\n" "[/codeblocks]" @@ -24813,13 +31526,13 @@ msgid "" "[/codeblocks]" msgstr "" "Constructs [Color] з значень RGBA, як правило, між 0.0 і 1.0.\n" -"[блоки коду]\n" -"[видання]\n" -"var колір = Колір(0.2, 1.0, 0.7, 0.8) # Подібно до `Color8(51, 255, 178, 204) " +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(0.2, 1.0, 0.7, 0.8) # Подібно до `Color8(51, 255, 178, 204) " "й\n" "[/gdscript]\n" "[csharp]\n" -"var колір = новий колір(0.2f, 1.0f, 0.7f, 0.8f); // Аналогічно до `Color." +"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Аналогічно до `Color." "Color8(51, 255, 178, 255, 204) й\n" "[/csharp]\n" "[/codeblocks]" @@ -24844,16 +31557,16 @@ msgstr "" "Повернення нового кольору, отриманого від перекриття цього кольору над цим " "кольором. У програмі живопису ви можете уявити його як колір [пара над], " "розфарбовуючи цей колір (включаючи альфа).\n" -"[блоки коду]\n" -"[видання]\n" +"[codeblocks]\n" +"[gdscript]\n" "var bg = Колір(0.0, 1.0, 0.0, 0.5) # Зелений з альфа 50%\n" "var fg = Колір(1.0, 0.0, 0.5) # Червоний з альфа 50%\n" "var mixed_color = bg.blend(fg) # Коричневий з альфа на 75%\n" "[/gdscript]\n" "[csharp]\n" -"var bg = новий колір(0.0f, 1.0f, 0.0f, 0.5f); // Зелений з альфа 50%\n" -"var fg = новий колір(1.0f, 0.0f, 0.0f, 0.5f); // Червоний з альфа 50%\n" -"Кольорові змішані Колір = bg.Blend(fg); // Коричневий з альфа на 75%\n" +"var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Зелений з альфа 50%\n" +"var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Червоний з альфа 50%\n" +"Color blendedColor = bg.Blend(fg); // Коричневий з альфа на 75%\n" "[/csharp]\n" "[/codeblocks]" @@ -24881,17 +31594,15 @@ msgid "" "[/codeblocks]" msgstr "" "Повертає новий колір, отриманий від виготовлення цього кольору темніше за " -"вказаною [параметра] (ratio від 0.0 до 1.0). Дивись також [метод " -"освітлений].\n" -"[блоки коду]\n" -"[видання]\n" -"var зелений = Колір(0.0, 1.0, 0.0)\n" -"var darkgreen = зелений.darkened(0.2) # 20% темний, ніж звичайний зелений\n" +"вказаною [параметра] (ratio від 0.0 до 1.0). Дивись також [метод lightened].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var green = Колір(0.0, 1.0, 0.0)\n" +"var darkgreen = green.darkened(0.2) # 20% темний, ніж than regular green\n" "[/gdscript]\n" "[csharp]\n" -"var зелений = новий колір(0.0f, 1.0f, 0.0f);\n" -"Колір темнозелений = зелений. Затемнений(0.2f); // 20% темний, ніж звичайний " -"зелений\n" +"var green = new Color(0.0f, 1.0f, 0.0f);\n" +"Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n" "[/csharp]\n" "[/codeblocks]" @@ -24911,12 +31622,12 @@ msgstr "" "Конструктори кольору з [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV " "профілю[/url]. Хей ([param h]), насиченість ([param s]), а значення ([param " "v]) зазвичай між 0.0 і 1.0.\n" -"[блоки коду]\n" -"[видання]\n" -"var колір = Колір.від_hsv(0.58, 0.5, 0.79, 0.8)\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" -"var колір = Колір.З альбомуHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" +"var color = Color.З FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" @@ -24936,15 +31647,48 @@ msgstr "" "[url=https://bottosson.github.io/posts/colorpicker/]OK HSL profile[/url]. " "Хвиля ([param h]), насиченість ([param s]), і легкість ([param l]) зазвичай " "між 0.0 і 1.0.\n" -"[блоки коду]\n" -"[видання]\n" -"var колір = Колір.від_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" -"var колір = Колір.З альбомуOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" +"var color = Color.З FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " +"([param b8]), and optionally alpha ([param a8]) integer channels, each " +"divided by [code]255.0[/code] for their final value.\n" +"[codeblock]\n" +"var red = Color.from_rgba8(255, 0, 0) # Same as Color(1, 0, 0).\n" +"var dark_blue = Color.from_rgba8(0, 0, 51) # Same as Color(0, 0, " +"0.2).\n" +"var my_color = Color.from_rgba8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, " +"0.4).\n" +"[/codeblock]\n" +"[b]Note:[/b] Due to the lower precision of [method from_rgba8] compared to " +"the standard [Color] constructor, a color created with [method from_rgba8] " +"will generally not be equal to the same color created with the standard " +"[Color] constructor. Use [method is_equal_approx] for comparisons to avoid " +"issues with floating-point precision error." +msgstr "" +"Повертає [Color] сформований з червоного ([param r8]), зеленого ([param g8]), " +"синього ([param b8]), і, за бажання, альфа ([param a8]) цілочисельних " +"каналів, кожен з яких поділений на [code]255.0[/code] для кінцевого " +"значення.\n" +"[codeblock]\n" +"var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n" +"var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" +"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" +"[/codeblock]\n" +"[b]Примітка:[/b] Через нижчу точність [method Color8] порівняно зі " +"стандартним конструктором [Color], колір, створений за допомогою [method " +"Color8], зазвичай не дорівнюватиме тому самому кольору, створеному за " +"допомогою стандартного конструктора [Color]. Використовуйте [method Color." +"is_equal_approx] для порівнянь, щоб уникнути проблем з похибкою точності " +"обчислень з плаваючою комою." + msgid "" "Decodes a [Color] from an RGBE9995 format integer. See [constant Image." "FORMAT_RGBE9995]." @@ -25009,16 +31753,16 @@ msgstr "" "RGBA (8 біт на канал). Цей метод є інверсом [метод to_rgba32].\n" "У GDScript і C#, [int] краще візуалізувати з шістнадцятковим позначенням " "([code]\"0x\"[/code] префікс, що робить його [code]\"0xRGBBAA\"\"[/code].\n" -"[блоки коду]\n" -"[видання]\n" -"var червоний = Колір.hex(0xff0000ff)\n" -"var dark_cyan = Колір.hex(0x008b8b8bff)\n" -"var my_color = Колір.hex(0xbbefd2a4)\n" +"[codeblocks]\n" +"[gdscript]\n" +"var червоний = Color.hex(0xff0000ff)\n" +"var dark_cyan = Color.hex(0x008b8b8bff)\n" +"var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" -"var червоний = новий колір(0xff0000ff);\n" -"var dark_cyan = новий колір(0x008b8b8bff);\n" -"var my_color = новий колір(0xbbefd2a4);\n" +"var red = new color(0xff0000ff);\n" +"var dark_cyan = new color(0x008b8b8bff);\n" +"var my_color = new color(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]\n" "Якщо ви хочете використовувати позначення шестигранної форми в постійному " @@ -25066,18 +31810,17 @@ msgstr "" "колірний ряд, і може містити значення альфа каналу. Якщо [param rgba] не " "містить альфа-каналу значення, альфа-канал значення 1,0 застосовується. Якщо " "[param rgba] недійсний, повертає порожній колір.\n" -"[блоки коду]\n" -"[видання]\n" -"var синій = Колір.html(\"#0000ff\") # синій колір(0.0, 0.0, 1.0, 1.0)\n" -"var зелений = Колір.html(\"#0F0\") # зелений колір(0.0, 1.0, 0.0, 1.0)\n" -"var col = Колір.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" +"[codeblocks]\n" +"[gdscript]\n" +"var blue = Color.html(\"#0000ff\") # синій колір(0.0, 0.0, 1.0, 1.0)\n" +"var green = Color.html(\"#0F0\") # зелений колір(0.0, 1.0, 0.0, 1.0)\n" +"var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" -"var blue = Колір.З альбомуHtml(\"#0000ff\"); // синій колір(0.0, 0.0, 1.0, " +"var blue = Color.З FromHtml(\"#0000ff\"); // синій колір(0.0, 0.0, 1.0, 1.0)\n" +"var green = Color.З FromHtml(\"#0F0\"); // зелений колір (0.0, 1.0, 0.0, " "1.0)\n" -"var зелений = Колір.З альбомуHtml(\"#0F0\"); // зелений колір (0.0, 1.0, 0.0, " -"1.0)\n" -"var col = Колір.З альбомуHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, " +"var col = Color.З FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, " "0.8)\n" "[/csharp]\n" "[/codeblocks]" @@ -25112,24 +31855,24 @@ msgstr "" "рядка. Підсумок повинен бути шестигранним значенням (власно-нечутливим) або " "3, 4, 6 або 8 цифр, і може бути префіксований знаком хешу ([code]#[/code]). " "Цей метод ідентичний [метод String.is_valid_html_color].\n" -"[блоки коду]\n" -"[видання]\n" -"Колір.html_is_valid(\"#55aaFF\") # Повертає true\n" +"[codeblocks]\n" +"[gdscript]\n" +"Color.html_is_valid(\"#55aaFF\") # Повертає true\n" "Color.html_is_valid(\"#55AAFF20\") # Повертає true\n" -"Колір.html_is_valid(\"55AAFF) # Повертає true\n" +"Color.html_is_valid(\"55AAFF) # Повертає true\n" "Color.html_is_valid(\"#F2C\") # Повертає true\n" "\n" -"Колір.html_is_valid(\"#AABBC\") # Повернення false\n" -"Колір.html_is_valid(\"#55aaFF5\") # Повернення false\n" +"Color.html_is_valid(\"#AABBC\") # Повернення false\n" +"Color.html_is_valid(\"#55aaFF5\") # Повернення false\n" "[/gdscript]\n" "[csharp]\n" -"Колір.HtmlIsValid(\"#55AAFF\"); // Повертає true\n" -"Колір.HtmlIsValid(\"#55AAFF20\"); // Повернення\n" -"Колір.HtmlIsValid(\"55AAFF\"); // Повертає true\n" -"Колір.HtmlIsValid(\"#F2C\"); // Повернення\n" +"Color.HtmlIsValid(\"#55AAFF\"); // Повертає true\n" +"Color.HtmlIsValid(\"#55AAFF20\"); // Повернення\n" +"Color.HtmlIsValid(\"55AAFF\"); // Повертає true\n" +"Color.HtmlIsValid(\"#F2C\"); // Повернення\n" "\n" -"Колір.HtmlIsValid(\"#AABBC\"); // Повернення false\n" -"Колір.HtmlIsValid(\"#55aaFF5\"); // Повернення false\n" +"Color.HtmlIsValid(\"#AABBC\"); // Повернення false\n" +"Color.HtmlIsValid(\"#55aaFF5\"); // Повернення false\n" "[/csharp]\n" "[/codeblocks]" @@ -25152,17 +31895,17 @@ msgid "" msgstr "" "Повертає колір з його [пам'ятий р], [пам'ят], і [пам'ятник б] компоненти " "інвертовані ([code](1 - р, 1 - б, а)[/code]).\n" -"[блоки коду]\n" -"[видання]\n" -"var black = Колір.WHITE.inverted()\n" -"колір вар = Колір(0.3, 0,4, 0,9)\n" -"var inverted_color = колір.inverted() # Еквівалент до `Color(0.7, 0,6, 0,1)`\n" +"[codeblocks]\n" +"[gdscript]\n" +"var black = Color.WHITE.inverted()\n" +"car color = Color(0.3, 0,4, 0,9)\n" +"var inverted_color = color.inverted() # Еквівалент до `Color(0.7, 0,6, 0,1)`\n" "[/gdscript]\n" "[csharp]\n" -"var black = Кольори.білий.перетворений();\n" -"var колір = новий колір(0.3f, 0.4f, 0.9f);\n" -"Колір invertedColor = колір.Inverted(); // Еквівалент до `new Color(0.7f, " -"0.6f, 0.1f) й\n" +"var black = Colors.White.Inverted();\n" +"var колір = new Color(0.3f, 0.4f, 0.9f);\n" +"Color invertedColor = color.Inverted(); // Еквівалент до `new Color(0.7f, " +"0.6f, 0.1f)`\n" "[/csharp]\n" "[/codeblocks]" @@ -25199,22 +31942,22 @@ msgstr "" "Повертає лінійне міжпокриття між компонентами цього кольору та компонентами " "[парам до]. Інтерполяційний фактор [пам'яний вага] повинен бути між 0.0 і 1.0 " "(включно). Дивитися також [метод @GlobalScope.lerp].\n" -"[блоки коду]\n" -"[видання]\n" -"var червоний = Колір(1.0, 0.0, 0.0)\n" -"var аква = Колір(0.0, 1.0, 0.8)\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color(1.0, 0.0, 0.0)\n" +"var aqua = Color(0.0, 1.0, 0.8)\n" "\n" -"червоний.lerp(aqua, 0.2) # Повертає колір(0.8, 0.2, 0.16)\n" -"червоний.lerp(aqua, 0.5) # Повертає колір(0.5, 0.5, 0,4)\n" -"червоний.lerp(aqua, 1.0) # Повернення Колір(0.0, 1.0, 0.8)\n" +"red.lerp(aqua, 0.2) # Повертає колір(0.8, 0.2, 0.16)\n" +"red.lerp(aqua, 0.5) # Повертає колір(0.5, 0.5, 0,4)\n" +"red.lerp(aqua, 1.0) # Повертає Колір(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" -"var червоний = новий колір(1.0f, 0.0f, 0.0f);\n" -"var aqua = новий колір(0.0f, 1.0f, 0.8f);\n" +"var red = new Color(1.0f, 0.0f, 0.0f);\n" +"var aqua = new Color(Color, 1.0f, 0.8f);\n" "\n" -"червоний.Lerp(aqua, 0.2f); // Повертає колір(0.8f, 0.2f, 0.16f)\n" -"червоний.Lerp(aqua, 0.5f); // Повертає колір(0.5f, 0.5f, 0.4f)\n" -"червоний.Lerp(aqua, 1.0f); // Повертає колір(0.0f, 1.0f, 0.8f)\n" +"red.Lerp(aqua, 0.2f); // Повертає колір(0.8f, 0.2f, 0.16f)\n" +"red.Lerp(aqua, 0.5f); // Повертає колір(0.5f, 0.5f, 0.4f)\n" +"red.Lerp(aqua, 1.0f); // Повертає колір(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" @@ -25236,16 +31979,15 @@ msgstr "" "Повертає новий колір, що призводить до виготовлення цього кольорового " "блискавки за вказаною [параметра], що має бути співвідношення від 0.0 до 1.0. " "Дивись також [метод затемнення].\n" -"[блоки коду]\n" -"[видання]\n" -"var зелений = Колір(0.0, 1.0, 0.0)\n" -"var light_green = зелений.lightened(0.2) # 20% світліше, ніж звичайний " -"зелений\n" +"[codeblocks]\n" +"[gdscript]\n" +"var green = Колір(0.0, 1.0, 0.0)\n" +"var light_green = green.lightened(0.2) # 20% світліше, ніж звичайний зелений\n" "[/gdscript]\n" "[csharp]\n" -"var зелений = новий колір(0.0f, 1.0f, 0.0f);\n" -"Колір світла Зелений = зелений.Розтягувати (0.2f); // 20% легше, ніж " -"звичайний зелений\n" +"var green = new Color(0.0f, 1.0f, 0.0f);\n" +"Color lightGreen = green.Lightened (0.2f); // 20% легше, ніж звичайний " +"зелений\n" "[/csharp]\n" "[/codeblocks]" @@ -25286,13 +32028,13 @@ msgid "" msgstr "" "Повертає колір, перетворений на 32-бітне ціле в форматі ABGR (учитель " "компонента 8 біт). ABGR - версія формату RGBA.\n" -"[блоки коду]\n" -"[видання]\n" -"колір вар = Колір(1, 0,5, 0,2)\n" -"Друк(color.to_abgr32() # Друки 4281565439\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(1, 0,5, 0,2)\n" +"print(color.to_abgr32() # Друки 4281565439\n" "[/gdscript]\n" "[csharp]\n" -"колір вар = новий колір (1.0f, 0.5f, 0.2f);\n" +"var Color = new color (1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // Друк 4281565439\n" "[/csharp]\n" "[/codeblocks]" @@ -25314,13 +32056,13 @@ msgid "" msgstr "" "Повертає колір, який перетворюється на 64-бітне ціле в форматі ABGR (у складі " "16 біт). ABGR - версія формату RGBA.\n" -"[блоки коду]\n" -"[видання]\n" -"колір вар = Колір(1, 0,5, 0,2)\n" -"Друк(color.to_abgr64()) # Друки -225178692812801\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(1, 0,5, 0,2)\n" +"print(color.to_abgr64()) # Друки -225178692812801\n" "[/gdscript]\n" "[csharp]\n" -"колір вар = новий колір (1.0f, 0.5f, 0.2f);\n" +"var color = new Color (1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // Друки -225178692812801\n" "[/csharp]\n" "[/codeblocks]" @@ -25341,13 +32083,13 @@ msgid "" msgstr "" "Повертає колір, перетворений на 32-бітне ціле в форматі ARGB (учитель " "компонента 8 біт). ARGB сумісний з DirectX.\n" -"[блоки коду]\n" -"[видання]\n" -"колір вар = Колір(1, 0,5, 0,2)\n" -"Друк(color.to_argb32()) # Друки 4294934323\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(1, 0,5, 0,2)\n" +"print(color.to_argb32()) # Друки 4294934323\n" "[/gdscript]\n" "[csharp]\n" -"колір вар = новий колір (1.0f, 0.5f, 0.2f);\n" +"var color = new Color (1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // Друк 4294934323\n" "[/csharp]\n" "[/codeblocks]" @@ -25368,13 +32110,13 @@ msgid "" msgstr "" "Повертає колір, перетворений на число 64-біт у форматі ARGB (у складі 16 " "біт). ARGB сумісний з DirectX.\n" -"[блоки коду]\n" -"[видання]\n" -"колір вар = Колір(1, 0,5, 0,2)\n" -"Друк(color.to_argb64()) # Друки -2147470541\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(1, 0,5, 0,2)\n" +"print(color.to_argb64()) # Друки -2147470541\n" "[/gdscript]\n" "[csharp]\n" -"колір вар = новий колір (1.0f, 0.5f, 0.2f);\n" +"var color = new Color (1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // Друки -2147470541\n" "[/csharp]\n" "[/codeblocks]" @@ -25400,17 +32142,17 @@ msgstr "" "Повертає колір, перетворений на HTML шістнадцятковий колір [String] в форматі " "RGBA, без хешу ([code]#[/code]) префікс.\n" "Встановлення [param with_alpha] to [code]false[/code], виключає альфа з " -"шістнадцяткового рядка, використовуючи формат RGB замість формату RGBA.\n" -"[блоки коду]\n" -"[видання]\n" -"білий вар = Колір(1, 1, 0.5)\n" -"var з_alpha = білий.to_html() # Повернення \"ffffff7f\"\n" -"var без_alpha = білий.to_html(false) # Повертає \"ffffffffff\"\n" +"шістнадцяткового рядка, використовуючи формат RGB замість формату RGBA\n" +"[codeblocks]\n" +"[gdscript]\n" +"var white = Колір(1, 1, 0.5)\n" +"var whit_alpha = white.to_html() # Повернення ffffff7f\"\n" +"var without_alpha = white.to_html(false) # Повертає \"ffffffffff\"\n" "[/gdscript]\n" "[csharp]\n" -"білий вар = новий колір(1, 1, 0.5f);\n" -"string withAlpha = білий.ToHtml(); // Повертає \"ffffff7f\"\n" -"string безAlpha = білий.ToHtml(false); // Повертає \"ffffffffff\"\n" +"var white = new Color(1, 1, 0.5f);\n" +"string withAlpha = white.ToHtml(); // Повертає \"ffffff7f\"\n" +"string whitoutAlpha = white.ToHtml(false); // Повертає \"ffffffffff\"\n" "[/csharp]\n" "[/codeblocks]" @@ -25432,13 +32174,13 @@ msgstr "" "Повертає колір, перетворений на 32-бітне ціле в форматі RGBA (учитель " "компонента 8 біт). RGBA - формат за замовчуванням Godot. Цей метод є " "оберненим [метод].\n" -"[блоки коду]\n" -"[видання]\n" -"колір вар = Колір(1, 0,5, 0,2)\n" -"Друк(color.to_rgba32() # Друки 4286526463\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(1, 0,5, 0,2)\n" +"print(color.to_rgba32() # Друки 4286526463\n" "[/gdscript]\n" "[csharp]\n" -"var колір = новий колір(1, 0.5f, 0.2f);\n" +"var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba32()); // Друк 4286526463\n" "[/csharp]\n" "[/codeblocks]" @@ -25461,13 +32203,13 @@ msgstr "" "Повертає колір, який перетворюється на 64-бітне ціле в форматі RGBA (учитель " "компонента 16 біт). RGBA - формат за замовчуванням Godot. Цей метод є " "оберненим [метод гекс64].\n" -"[блоки коду]\n" -"[видання]\n" -"колір вар = Колір(1, 0,5, 0,2)\n" -"Друк(color.to_rgba64()) # Друки -140736629309441\n" +"[codeblocks]\n" +"[gdscript]\n" +"var color = Color(1, 0,5, 0,2)\n" +"print(color.to_rgba64()) # Друки -140736629309441\n" "[/gdscript]\n" "[csharp]\n" -"var колір = новий колір(1, 0.5f, 0.2f);\n" +"var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba64()); // Друки -140736629309441\n" "[/csharp]\n" "[/codeblocks]" @@ -25501,6 +32243,15 @@ msgstr "" msgid "The HSV hue of this color, on the range 0 to 1." msgstr "HSV відтінку цього кольору, на діапазоні 0 до 1." +msgid "The OKHSL hue of this color, on the range 0 to 1." +msgstr "Відтінок OKHSL цього кольору в діапазоні від 0 до 1." + +msgid "The OKHSL lightness of this color, on the range 0 to 1." +msgstr "Світлота ОХСЛ цього кольору в діапазоні від 0 до 1." + +msgid "The OKHSL saturation of this color, on the range 0 to 1." +msgstr "Насиченість OKHSL цього кольору в діапазоні від 0 до 1." + msgid "The color's red component, typically on the range of 0 to 1." msgstr "Червоний компонент кольору, як правило, на діапазоні 0 до 1." @@ -26026,6 +32777,29 @@ msgstr "" "[code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. На відміну від " "[method inverted], компонент [member a] інвертується." +msgid "" +"A resource class for managing a palette of colors, which can be loaded and " +"saved using [ColorPicker]." +msgstr "" +"Клас ресурсу для керування палітрою кольорів, яку можна завантажити та " +"зберегти за допомогою [ColorPicker]." + +msgid "" +"The [ColorPalette] resource is designed to store and manage a collection of " +"colors. This resource is useful in scenarios where a predefined set of colors " +"is required, such as for creating themes, designing user interfaces, or " +"managing game assets. The built-in [ColorPicker] control can also make use of " +"[ColorPalette] without additional code." +msgstr "" +"Ресурс [ColorPalette] призначений для зберігання та керування колекцією " +"кольорів. Цей ресурс корисний у сценаріях, коли потрібен попередньо " +"визначений набір кольорів, наприклад для створення тем, розробки інтерфейсів " +"користувача або керування ігровими ресурсами. Вбудований елемент керування " +"[ColorPicker] також може використовувати [ColorPalette] без додаткового коду." + +msgid "A [PackedColorArray] containing the colors in the palette." +msgstr "[PackedColorArray], що містить кольори в палітрі." + msgid "A widget that provides an interface for selecting or modifying a color." msgstr "Віджет, який надає інтерфейс для вибору або зміни кольору." @@ -26227,6 +33001,9 @@ msgstr "Ікона при розширюванні колірної застіб msgid "The icon for color preset drop down menu when folded." msgstr "Ікона для кольорового заміщення випадаючого меню при складанні." +msgid "The icon for color preset option menu." +msgstr "Піктограма для меню попередньо встановлених кольорів." + msgid "" "The indicator used to signalize that the color value is outside the 0-1 range." msgstr "" @@ -26240,6 +33017,9 @@ msgstr "" "Зображення, що відображається над кольоровою коробкою/сірклеєм (в залежності " "від [пам'ятного пікера_схеми]), маркуванням в даний час вибраного кольору." +msgid "The fill image displayed behind the picker cursor." +msgstr "Зображення заливки, що відображається за курсором вибору." + msgid "" "Background panel for the color preview box (visible when the color is " "translucent)." @@ -26367,6 +33147,9 @@ msgstr "" "Приписи композиторних ресурсних магазинів, які використовуються для " "налаштування алгоритму [Перегляд]." +msgid "The Compositor" +msgstr "Композитор" + msgid "" "The custom [CompositorEffect]s that are applied during rendering of viewports " "using this compositor." @@ -26413,6 +33196,48 @@ msgstr "" "рендер_data] забезпечує доступ до рендерингового стану, він діє тільки під " "час рендерингу і не повинен зберігатися." +msgid "" +"If [code]true[/code] and MSAA is enabled, this will trigger a color buffer " +"resolve before the effect is run.\n" +"[b]Note:[/b] In [method _render_callback], to access the resolved buffer " +"use:\n" +"[codeblock]\n" +"var render_scene_buffers = render_data.get_render_scene_buffers()\n" +"var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " +"\"color\")\n" +"[/codeblock]" +msgstr "" +"Якщо [code]true[/code] і MSAA увімкнено, це ініціює вирішення буфера кольорів " +"перед запуском ефекту.\n" +" [b]Примітка: [/b] У [методі _render_callback], щоб отримати доступ до " +"дозволеного буфера, використовуйте:\n" +" [codeblock]\n" +" var render_scene_buffers = render_data.get_render_scene_buffers()\n" +" var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " +"\"color\")\n" +" [/codeblock]" + +msgid "" +"If [code]true[/code] and MSAA is enabled, this will trigger a depth buffer " +"resolve before the effect is run.\n" +"[b]Note:[/b] In [method _render_callback], to access the resolved buffer " +"use:\n" +"[codeblock]\n" +"var render_scene_buffers = render_data.get_render_scene_buffers()\n" +"var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " +"\"depth\")\n" +"[/codeblock]" +msgstr "" +"Якщо [code]true[/code] і MSAA увімкнено, це ініціює вирішення буфера глибини " +"перед запуском ефекту.\n" +" [b]Примітка: [/b] У [методі _render_callback], щоб отримати доступ до " +"дозволеного буфера, використовуйте:\n" +" [codeblock]\n" +" var render_scene_buffers = render_data.get_render_scene_buffers()\n" +" var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " +"\"depth\")\n" +" [/codeblock]" + msgid "" "The type of effect that is implemented, determines at what stage of rendering " "the callback is called." @@ -26427,6 +33252,82 @@ msgstr "" "Якщо [code]true[/code] цей ефект рендерингу наноситься на будь-який видпорт, " "який додається." +msgid "" +"If [code]true[/code] this triggers motion vectors being calculated during the " +"opaque render state.\n" +"[b]Note:[/b] In [method _render_callback], to access the motion vector buffer " +"use:\n" +"[codeblock]\n" +"var render_scene_buffers = render_data.get_render_scene_buffers()\n" +"var motion_buffer = render_scene_buffers.get_velocity_texture()\n" +"[/codeblock]" +msgstr "" +"Якщо [code]true[/code], це ініціює обчислення векторів руху під час " +"непрозорого стану візуалізації.\n" +" [b]Примітка:[/b] У [методі _render_callback] для доступу до буфера вектора " +"руху використовуйте:\n" +" [codeblock]\n" +" var render_scene_buffers = render_data.get_render_scene_buffers()\n" +" var motion_buffer = render_scene_buffers.get_velocity_texture()\n" +" [/codeblock]" + +msgid "" +"If [code]true[/code] this triggers normal and roughness data to be output " +"during our depth pre-pass, only applicable for the Forward+ renderer.\n" +"[b]Note:[/b] In [method _render_callback], to access the roughness buffer " +"use:\n" +"[codeblock]\n" +"var render_scene_buffers = render_data.get_render_scene_buffers()\n" +"var roughness_buffer = render_scene_buffers." +"get_texture(\"forward_clustered\", \"normal_roughness\")\n" +"[/codeblock]\n" +"The raw normal and roughness buffer is stored in an optimized format, " +"different than the one available in Spatial shaders. When sampling the " +"buffer, a conversion function must be applied. Use this function, copied from " +"[url=https://github.com/godotengine/godot/blob/" +"da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/rendering/renderer_rd/" +"shaders/forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]here[/" +"url]:\n" +"[codeblock]\n" +"vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {\n" +" float roughness = p_normal_roughness.w;\n" +" if (roughness > 0.5) {\n" +" roughness = 1.0 - roughness;\n" +" }\n" +" roughness /= (127.0 / 255.0);\n" +" return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, " +"roughness);\n" +"}\n" +"[/codeblock]" +msgstr "" +"Якщо [code]true[/code], це ініціює вихід нормальних даних і даних шорсткості " +"під час нашого попереднього проходу глибини, що застосовується лише для " +"засобу візуалізації Forward+.\n" +" [b]Примітка:[/b] У [методі _render_callback], щоб отримати доступ до буфера " +"шорсткості, використовуйте:\n" +" [codeblock]\n" +" var render_scene_buffers = render_data.get_render_scene_buffers()\n" +" var roughness_buffer = render_scene_buffers." +"get_texture(\"forward_clustered\", \"normal_roughness\")\n" +" [/codeblock]\n" +" Необроблений буфер нормалі та шорсткості зберігається в оптимізованому " +"форматі, відмінному від того, який доступний у просторових шейдерах. Під час " +"вибірки буфера необхідно застосувати функцію перетворення. Використовуйте цю " +"функцію, скопійовану з [url=https://github.com/godotengine/godot/blob/" +"da5f39889f155658cef7f7ec3cc1abb94e17d815/servers/ren/renderer_rd/shaders/" +"forward_clustered/scene_forward_clustered_inc.glsl#L334-L341]тут[/url]:\n" +" [codeblock]\n" +" vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {\n" +" float roughness = p_normal_roughness.w;\n" +" if (roughness > 0,5) {\n" +" roughness = 1,0 - roughness;\n" +" }\n" +" roughness /= (127,0 / 255,0);\n" +" return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, " +"roughness);\n" +" }\n" +" [/codeblock]" + msgid "" "If [code]true[/code] this triggers specular data being rendered to a separate " "buffer and combined after effects have been applied, only applicable for the " @@ -26466,6 +33367,14 @@ msgstr "" "Зворотній зв'язок називається перед нашим прозорим рендеринговим пасом, але " "після того, як наш небо продається, і ми створили наші задні буфери." +msgid "" +"The callback is called after our transparent rendering pass, but before any " +"built-in post-processing effects and output to our render target." +msgstr "" +"Зворотний виклик викликається після нашого проходу прозорого рендерингу, але " +"перед будь-якими вбудованими ефектами постобробки та виведенням на нашу ціль " +"візуалізації." + msgid "Represents the size of the [enum EffectCallbackType] enum." msgstr "Представляємо розмір [enum EffectCallbackType] enum." @@ -27036,7 +33945,7 @@ msgstr "" "системи.\n" "У наступному прикладі показано, як створити простий файл [ConfigFile] і " "зберегти його на диску:\n" -"[кодові блоки]\n" +"[codeblock]\n" "[gdscript]\n" "# Створіть новий об'єкт ConfigFile.\n" "var config = ConfigFile.new()\n" @@ -27065,7 +33974,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "У цьому прикладі показано, як можна завантажити файл вище:\n" -"[кодові блоки]\n" +"[codeblock]\n" "[gdscript]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" @@ -27075,7 +33984,7 @@ msgstr "" "\n" "# Якщо файл не завантажився, проігноруйте його.\n" "якщо помилка != ОК:\n" -" повернення\n" +" return\n" "\n" "# Ітерація по всіх розділах.\n" "для гравця в config.get_sections():\n" @@ -27094,7 +34003,7 @@ msgstr "" "// Якщо файл не завантажився, проігноруйте його.\n" "if (err != Error.Ok)\n" "{\n" -" повернення;\n" +" return;\n" "}\n" "\n" "// Ітерація по всіх розділах.\n" @@ -27298,12 +34207,12 @@ msgstr "" "від натискання кнопки OK. Порядок двох кнопок варіюється в залежності від " "наявності ОС.\n" "Щоб скасувати дію, можна скористатися:\n" -"[блоки коду]\n" -"[видання]\n" +"[codeblocks]\n" +"[gdscript]\n" "get_cancel_button(.pressed.connect(_on_canceled)\n" "[/gdscript]\n" "[csharp]\n" -"GetCancelButton(). Притиснути += Написати;\n" +"GetCancelButton(). Pressed += OnCanceled;\n" "[/csharp]\n" "[/codeblocks]" @@ -27403,6 +34312,96 @@ msgstr "" "Базовий клас для всіх елементів керування GUI. Адаптація його положення та " "розміру на основі його батьківського контролю." +msgid "" +"Base class for all UI-related nodes. [Control] features a bounding rectangle " +"that defines its extents, an anchor position relative to its parent control " +"or the current viewport, and offsets relative to the anchor. The offsets " +"update automatically when the node, any of its parents, or the screen size " +"change.\n" +"For more information on Godot's UI system, anchors, offsets, and containers, " +"see the related tutorials in the manual. To build flexible UIs, you'll need a " +"mix of UI elements that inherit from [Control] and [Container] nodes.\n" +"[b]Note:[/b] Since both [Node2D] and [Control] inherit from [CanvasItem], " +"they share several concepts from the class such as the [member CanvasItem." +"z_index] and [member CanvasItem.visible] properties.\n" +"[b]User Interface nodes and input[/b]\n" +"Godot propagates input events via viewports. Each [Viewport] is responsible " +"for propagating [InputEvent]s to their child nodes. As the [member SceneTree." +"root] is a [Window], this already happens automatically for all UI elements " +"in your game.\n" +"Input events are propagated through the [SceneTree] from the root node to all " +"child nodes by calling [method Node._input]. For UI elements specifically, it " +"makes more sense to override the virtual method [method _gui_input], which " +"filters out unrelated input events, such as by checking z-order, [member " +"mouse_filter], focus, or if the event was inside of the control's bounding " +"box.\n" +"Call [method accept_event] so no other node receives the event. Once you " +"accept an input, it becomes handled so [method Node._unhandled_input] will " +"not process it.\n" +"Only one [Control] node can be in focus. Only the node in focus will receive " +"events. To get the focus, call [method grab_focus]. [Control] nodes lose " +"focus when another node grabs it, or if you hide the node in focus.\n" +"Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " +"[Control] node to ignore mouse or touch events. You'll need it if you place " +"an icon on top of a button.\n" +"[Theme] resources change the control's appearance. The [member theme] of a " +"[Control] node affects all of its direct and indirect children (as long as a " +"chain of controls is uninterrupted). To override some of the theme items, " +"call one of the [code]add_theme_*_override[/code] methods, like [method " +"add_theme_font_override]. You can also override theme items in the " +"Inspector.\n" +"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " +"can't access their values using [method Object.get] and [method Object.set]. " +"Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/" +"code] methods provided by this class." +msgstr "" +"Базовий клас для всіх пов’язаних з інтерфейсом користувача вузлів. [Контроль " +"керування] містить обмежувальний прямокутник, який визначає його межі, " +"позицію прив’язки відносно батьківського елемента керування або поточного " +"вікна перегляду та зміщення відносно прив’язки. Зсуви оновлюються " +"автоматично, коли вузол, будь-який із його батьків або розмір екрана " +"змінюються.\n" +" Для отримання додаткової інформації про систему інтерфейсу користувача " +"Godot, прив’язки, зсуви та контейнери див. відповідні навчальні посібники в " +"посібнику. Щоб створити гнучкі інтерфейси користувача, вам знадобиться " +"поєднання елементів інтерфейсу, які успадковуються від вузлів [Control] і " +"[Container].\n" +" [b]Примітка:[/b] Оскільки [Node2D] і [Control] успадковують [CanvasItem], " +"вони мають спільні концепції з класу, наприклад властивості [member " +"CanvasItem.z_index] і [member CanvasItem.visible].\n" +" [b]Вузли інтерфейсу користувача та введення[/b]\n" +" Godot поширює події введення через вікна перегляду. Кожен [Viewport] " +"відповідає за розповсюдження [InputEvent]s до своїх дочірніх вузлів. Оскільки " +"[член SceneTree.root] є [вікном], це вже відбувається автоматично для всіх " +"елементів інтерфейсу користувача у вашій грі.\n" +" Події введення поширюються через [SceneTree] від кореневого вузла до всіх " +"дочірніх вузлів шляхом виклику [method Node._input]. Зокрема, для елементів " +"інтерфейсу користувача має більше сенсу перевизначити віртуальний метод " +"[method _gui_input], який відфільтровує непов’язані події введення, " +"наприклад, перевіряючи z-порядок, [member mouse_filter], фокус або якщо подія " +"була всередині обмежувальної рамки елемента керування.\n" +" Викличте [method accept_event], щоб жоден інший вузол не отримав подію. Коли " +"ви приймаєте введення, воно стає обробленим, тому [method Node." +"_unhandled_input] не оброблятиме його.\n" +" У фокусі може бути лише один вузол [Control]. Лише вузол у фокусі " +"отримуватиме події. Щоб отримати фокус, викличте [метод grab_focus]. Вузли " +"[Керування] втрачають фокус, коли інший вузол захоплює їх або якщо ви ховаєте " +"вузол у фокусі.\n" +" Встановлює [member mouse_filter] на [constant MOUSE_FILTER_IGNORE], щоб " +"сказати вузлу [Control] ігнорувати події миші або торкання. Він вам " +"знадобиться, якщо ви розмістите піктограму на кнопці.\n" +" Ресурси [Theme] змінюють зовнішній вигляд елемента керування. [Тема члена] " +"вузла [Керування] впливає на всіх його прямих і непрямих дочірніх елементів " +"(поки ланцюжок елементів керування не переривається). Щоб перевизначити деякі " +"з елементів теми, викличте один із методів [code]add_theme_*_override[/code], " +"як-от [method add_theme_font_override]. Ви також можете перевизначати " +"елементи теми в Інспекторі.\n" +" [b]Примітка:[/b] Елементи теми [i]не є[/i] властивостями [Object]. Це " +"означає, що ви не можете отримати доступ до їхніх значень за допомогою " +"[method Object.get] і [method Object.set]. Замість цього використовуйте " +"методи [code]get_theme_*[/code] і [code]add_theme_*_override[/code], надані " +"цим класом." + msgid "GUI documentation index" msgstr "Покажчик документації графічного інтерфейсу" @@ -27449,7 +34448,7 @@ msgstr "" "func _can_drop_data(position, data):\n" " # Перевірте позицію, якщо вона вас цікавить\n" " # В іншому випадку, просто перевірте дані\n" -" return typeof(data) == TYPE_DICTIONARY та data.has(\"expected\")\n" +" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" @@ -27462,6 +34461,60 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Godot calls this method to pass you the [param data] from a control's [method " +"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " +"[param data] is allowed to drop at [param at_position] where [param " +"at_position] is local to this control.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _can_drop_data(position, data):\n" +" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" +"\n" +"func _drop_data(position, data):\n" +" var color = data[\"color\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"public override bool _CanDropData(Vector2 atPosition, Variant data)\n" +"{\n" +" return data.VariantType == Variant.Type.Dictionary && data." +"AsGodotDictionary().ContainsKey(\"color\");\n" +"}\n" +"\n" +"public override void _DropData(Vector2 atPosition, Variant data)\n" +"{\n" +" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Godot викликає цей метод, щоб передати вам [param data] з результату [method " +"_get_drag_data] елемента керування. Спочатку Godot викликає [method " +"_can_drop_data], щоб перевірити, чи дозволено перетягувати [param data] у " +"[param at_position], де [param at_position] є локальним для цього елемента " +"керування.\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _can_drop_data(position, data):\n" +" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" +"\n" +"func _drop_data(position, data):\n" +" var color = data[\"color\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"public override bool _CanDropData(Vector2 atPosition, Variant data)\n" +"{\n" +" return data.VariantType == Variant.Type.Dictionary && dict." +"AsGodotDictionary().ContainsKey(\"color\");\n" +"}\n" +"\n" +"public override void _DropData(Vector2 atPosition, Variant data)\n" +"{\n" +" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "" "Godot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no data " @@ -27545,6 +34598,97 @@ msgstr "" "найпростішими вузлами графічного інтерфейсу, такими як [Control], " "[Container], [Panel] тощо." +msgid "" +"Virtual method to be implemented by the user. Returns the tooltip text for " +"the position [param at_position] in control's local coordinates, which will " +"typically appear when the cursor is resting over this control. See [method " +"get_tooltip].\n" +"[b]Note:[/b] If this method returns an empty [String] and [method " +"_make_custom_tooltip] is not overridden, no tooltip is displayed." +msgstr "" +"Віртуальний метод, який реалізує користувач. Повертає текст спливаючої " +"підказки для позиції [param at_position] у локальних координатах елемента " +"керування, яка зазвичай з’являється, коли курсор знаходиться над цим " +"елементом керування. Перегляньте [метод get_tooltip].\n" +" [b]Примітка.[/b] Якщо цей метод повертає порожній [String] і [method " +"_make_custom_tooltip] не перевизначено, підказка не відображається." + +msgid "" +"Virtual method to be implemented by the user. Override this method to handle " +"and accept inputs on UI elements. See also [method accept_event].\n" +"[b]Example:[/b] Click on the control to print a message:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _gui_input(event):\n" +" if event is InputEventMouseButton:\n" +" if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n" +" print(\"I've been clicked D:\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _GuiInput(InputEvent @event)\n" +"{\n" +" if (@event is InputEventMouseButton mb)\n" +" {\n" +" if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n" +" {\n" +" GD.Print(\"I've been clicked D:\");\n" +" }\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"If the [param event] inherits [InputEventMouse], this method will [b]not[/b] " +"be called when:\n" +"- the control's [member mouse_filter] is set to [constant " +"MOUSE_FILTER_IGNORE];\n" +"- the control is obstructed by another control on top, that doesn't have " +"[member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" +"- the control's parent has [member mouse_filter] set to [constant " +"MOUSE_FILTER_STOP] or has accepted the event;\n" +"- the control's parent has [member clip_contents] enabled and the [param " +"event]'s position is outside the parent's rectangle;\n" +"- the [param event]'s position is outside the control (see [method " +"_has_point]).\n" +"[b]Note:[/b] The [param event]'s position is relative to this control's " +"origin." +msgstr "" +"Віртуальний метод, який реалізує користувач. Використовуйте цей метод для " +"обробки та прийняття вхідних даних на елементах інтерфейсу. Дивіться [method " +"accept_event].\n" +"[b]Example usage for clicking a control:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _gui_input(event):\n" +" if event is InputEventMouseButton:\n" +" if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n" +" print(\"I've been clicked D:\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _GuiInput(InputEvent @event)\n" +"{\n" +" if (@event is InputEventMouseButton mb)\n" +" {\n" +" if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n" +" {\n" +" GD.Print(\"I've been clicked D:\");\n" +" }\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Подія не спрацює, якщо\n" +"* клацання за межами елемента керування (див. [method _has_point]);\n" +"* елемент керування має [член mouse_filter], встановлений у [константа " +"MOUSE_FILTER_IGNORE];\n" +"* елемент керування перекрито іншим [Control], який знаходиться над ним, але " +"не має [member mouse_filter], встановленого на [константа " +"MOUSE_FILTER_IGNORE];\n" +"* батьківський елемент управління має [member mouse_filter] встановлений у " +"[constant MOUSE_FILTER_STOP] або прийняв подію;\n" +"* це відбувається за межами батьківського прямокутника і у батька увімкнено " +"[member clip_contents].\n" +"3[b]Примітка:4[/b] Позиція події відносно початку керування." + msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[param point] is inside this control.\n" @@ -27561,6 +34705,129 @@ msgstr "" "елемента керування, ви можете використати [code]Rect2(Vector2.ZERO, size)." "has_point(point)[/code]." +msgid "" +"Virtual method to be implemented by the user. Returns a [Control] node that " +"should be used as a tooltip instead of the default one. [param for_text] is " +"the return value of [method get_tooltip].\n" +"The returned node must be of type [Control] or Control-derived. It can have " +"child nodes of any type. It is freed when the tooltip disappears, so make " +"sure you always provide a new instance (if you want to use a pre-existing " +"node from your scene tree, you can duplicate it and pass the duplicated " +"instance). When [code]null[/code] or a non-Control node is returned, the " +"default tooltip will be used instead.\n" +"The returned node will be added as child to a [PopupPanel], so you should " +"only provide the contents of that panel. That [PopupPanel] can be themed " +"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " +"(see [member tooltip_text] for an example).\n" +"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " +"it's fully visible, you might want to set its [member custom_minimum_size] to " +"some non-zero value.\n" +"[b]Note:[/b] The node (and any relevant children) should have their [member " +"CanvasItem.visible] set to [code]true[/code] when returned, otherwise, the " +"viewport that instantiates it will not be able to calculate its minimum size " +"reliably.\n" +"[b]Note:[/b] If overridden, this method is called even if [method " +"get_tooltip] returns an empty string. When this happens with the default " +"tooltip, it is not displayed. To copy this behavior, return [code]null[/code] " +"in this method when [param for_text] is empty.\n" +"[b]Example:[/b] Use a constructed node as a tooltip:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _make_custom_tooltip(for_text):\n" +" var label = Label.new()\n" +" label.text = for_text\n" +" return label\n" +"[/gdscript]\n" +"[csharp]\n" +"public override Control _MakeCustomTooltip(string forText)\n" +"{\n" +" var label = new Label();\n" +" label.Text = forText;\n" +" return label;\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Example:[/b] Usa a scene instance as a tooltip:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _make_custom_tooltip(for_text):\n" +" var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n" +" tooltip.get_node(\"Label\").text = for_text\n" +" return tooltip\n" +"[/gdscript]\n" +"[csharp]\n" +"public override Control _MakeCustomTooltip(string forText)\n" +"{\n" +" Node tooltip = ResourceLoader.Load(\"res://" +"some_tooltip_scene.tscn\").Instantiate();\n" +" tooltip.GetNode