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NativeScript changes and OS symbol lookup optional error handling
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When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
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This also adds basic locking for the set of owners
to avoid threading problems
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Fix power management on x11 platform and removes explicit NULL pointer dereference
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dereference.
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Remove duplicate keycode constant for Numpad Enter key (3.0)
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Fix !save_each_scene saving scenes with no filename
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When save_each_scene is false, only scenes that have been saved at
least once are saved. But EditorNode tries to save scenes with no
filename too (they're never saved), so it crashes.
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Added export features for image formats
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Some more CanvasItemEditor improvements
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PropertyEditor: display "Off" if property is false
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Initialize freelook shortcuts properly
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Fix misplaced quote in error messsage
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Forward refcount changes to NativeScriptInstance
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This also changes Reference::unreference() to always invoke
refcount_decremented. Previously it was not invoked until the count
reached zero due to short-circuit evalution of boolean expressions.
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Fix $a/b being parsed as division
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Support multithreading for NativeScriptLanguage
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Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.
This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
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Add a way to retrieve stack bottom of the main thread
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I'm working on Nim bindings and Nim GC needs to know the stack
boundaries to check whether certain pointers are located on the stack
or in the heap. This commit adds godot_get_stack_bottom procedure
to gdnative module which returns pointer to the stack bottom of the
main thread. Later on this may be improved to return stack bottom of
the current thread.
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Fix various property not found errors
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Corrects usage of 'is' instead of 'extends' for testing node inheritance
[ci skip]
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Renames tagents to tangents
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Fixed setting our system_fbo framebuffer
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Fix the resize mode of TextureButton for resource saving
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Fix cvs files freezing the editor when a double quote is not closed
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Fix typo in NativeScript property getter
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Currently it features only plugins for Godot 2.1.x, we need #7147 fixed
to be able to propose only 3.0-compatible plugins in the Asset Library.
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Improved math functions descriptions and added many AStar descriptions
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Update GDScript completion names for Pool*Arrays
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Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.
Moved "project_settings.h" down one line to comply with the clang-format rules.
Fixes #9638
Closed pull request #9714 because I messed up with commits, sorry!
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Fixes #9818.
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The &> construct seems to be Bash-specific.
Supersedes #9755.
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documentation for EditorPlugin and ScriptEditor
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