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Add a project setting to disable soft shadow dithering #24
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Calinou
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Refactor Node Processing to allow Scene Multithreading
Store sensitive export options in dedicated credentials file
…to_no_patch mbedTLS: disable weak crypto and TLS versions.
Add metadata to resource previews
Make `EditorPropertyNameProcessor` check `EditorSettings` validity
rvo2: Include cstdint for uint32_t
`push_unhandled_input` no longer propagates events to `SubViewports`.
This reverts commit 0b7fd66.
…ialog. *Bugsquad edit:* Closes godotengine/godot-proposals#4933
When node tree `A` is not in the tree, `remove_child(B)` will not automatically clean up the owners of `B` and `B`'s child nodes. This is convenient for implementing operations like `replace_by()`, but may have hidden dangers when manipulating the rest of the tree `A`. This commit makes it safe to manipulate the rest of `A` after freeing `B`.
Prevents unnecessary navigation map synchronizations triggered by redundant calls to setters of e.g. region, link or map properties.
A common bug with using acos and asin is that input outside -1 to 1 range will result in Nan output. This can occur due to floating point error in the input. The standard solution is to provide safe_acos function with clamped input. For Godot it may make more sense to make the standard functions safe.
Fix multi-threaded resource loading
…ate-preservation Improve editor state persistence
…bones Fix skeleton_3d & physical_bone_3d editor errors
Fix `StringName` comparison
Fix get_bone_pose_global_no_override()
…yer-mirroring-doc Replace "mirror" by "repeat" in doc of `ParallaxLayer::motion_mirroring`
Restore edge and face support thresholds in 3D
…e_fix Make `TouchScreenButton` connections reference counted
Accurately document StringName comparisons
Quick fix for a bug which occurs when blending the result of multiple instanced state machines outputting the same animation, but using filter tracks.
…arallel_state_machine_fix Allocate unique `track_blends` vector for animation states
(cherry picked from commit 9cd9a07)
(cherry picked from commit acc82a1)
Streamline `WorkerThreadPool` tests and make them more robust
…-error Improve error message when disconnecting callable from signal it was not connected to
Fix libwebp Node struct shadowing Godot's Node class in MSVC debugger
Add `audio/general/text_to_speech` project setting to enable/disable TTS.
…ces,_not_other_scene's,_not_external,_only_this_scene's Filter extraneous resources from sub-resource list
…-translate Do not translate node name when assigned to an exported field
…editor Hide Animation Frames section when there are no animations
- Missing flush in resource loading. - Wrong checks about message queue instance.
Fix message queue issues
…-when-initializing-glue-generation Skip initializing the C# runtime when generating glue bindings
Stop dragging when `Slider` changes editability
Fix C# code examples in `String` and `StringName`
Soft shadow dithering can look bad in scenes with large flat color areas, especially at lower viewport resolutions or when not using FXAA/TAA. This adds a project setting that can be used to globally disable soft shadow dithering.
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Soft shadow dithering can look bad in scenes with large flat color areas.
This adds a project setting that can be used to globally disable
soft shadow dithering.