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Files list: Add "Show in Explorer" popup when nothing under mouse cursor
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clicked anywhere on the files list (when no files under mouse cursor)
Small fix
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Fixed not being able to use the "Open a Directory" dialog with the "Default Export Path" setting
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Export Path" setting.
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*Feature freeze* means that from now on, no new features will be considered
for Godot 3.0, unless explicitely decided by core developers.
New pull requests implementing additional features will be automatically
set for the 3.1 milestone, and will only be considered for merging once the
3.0 version goes stable and the *master* branch reopens for feature
development.
Existing PRs made before the freeze will still be reviewed and potentially
be merged, if the features that they implement are deemed important enough
or don't risk to introduce issues.
Otherwise, PRs should now focus on:
- Fixing bugs
- Enhancing existing 3.0 features
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Attempt at fixing size mismatch in _compress_etc
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Use j for inner loop
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This caused issues if one decided to export many formats in a row.
The new file extension would be appended to the previous one.
Now, the filename is retained without its extension for successive exports.
Fixes #7291
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Allow exporting third-party iOS Frameworks
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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Enhanced debugger for godot 3.0
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Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
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dictionary editor implement
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Remove remote inspector panel
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Files list: Add "New Folder.." popup when nothing under mouse cursor
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_WHEN_ no any file/folder is under mouse cursor.
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Implement per-instance custom bounding box
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# Conflicts:
# servers/visual/visual_server_scene.h
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Fixed runtime EDITOR_DEFs being dropped.
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Visual fixes
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Added some icons (Including the onion one)
Fixed text editor ellipsis style and editor tabs
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bullet cast_motion: reordered null check
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Fixes a crash on linux regarding scene tabs
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ability to lock spatial nodes transform in editor
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Fix x11 boot logo position in fullscreen and in maximized
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[GDNative] add a way to register call types
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[GDNative] removed static linking fields
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Overhauled the ParallaxBackground system
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regardless of the zoom of the camera.
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Add command line support to export pck or zip
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Revert "Added loop_begin and loop_end to OggVorbisStream"
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Add placement deletes to avoid warnings on VC++
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When compiling with VC++ 2017, Godot generates huge numbers of
C4291 warnings about missing placement delete.
I have not found a way to disable these warnings using compiler
options: AFAICT there is no equivalent to `-f-no-exceptions` for
VC++ (there is only /EH to change the exception-handling model,
/GX is deprecated) and adding /wd4291 to the
`disable_nonessential_warnings` list in the `SConstruct` file
or even compiling with `warnings=no` does not disable the
messages.
Placement delete is only called when placement new throws an
exception, since Godot doesn't use exceptions this change should
have no runtime effect.
Fixes #12654 (probably, difficult to say without log)
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Fixes a double class registration error
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[GDNative] (version-) error reporting + small API change
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