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from-godot-master #5
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…nvendored builds This restriction was added to fix #7373 back then, which was a symbol conflict between FreeType's bundled copy of gzip/zlib, and distro packages. But we also unbundled FreeType's zlib in #69395 so this is no longer an issue. On the other hand recent issues pointed out that using system-provided icu4c or harfbuzz can cause issues (#91401, #100301). We still allow it for now but raise a warning.
Fix undo behavior on `EditorSettingsDialog::_update_builtin_action`.
Fix color picking on Linux/X11.
Fix ANGLE and D3D12 libraries inclusion in .zip export
Fix `LookAtModifier3D` rest space incorrect rotation
CI: Ensure problem matchers handle colored output
…onfiguration warning
…libpng-zlib-deps Linux: Relax interdependency between freetype, libpng, and zlib for unvendored builds
Optimize `_count` by replacing a full copy with a CoW copy for the full-string count case.
macOS: Allow running unpacked game files from .app bundle resources
[Window] Expose `start_drag` and `start_resize` methods (for both native and embedded windows).
Fix wrong condition in `NavMeshQueries3D::_query_task_build_path_corridor`
…arning Fix GCC warning about potential stringop-overflow in AudioEffectPitcShift
Add TileMap tutorials to TileMapLayer class reference
…ethods SCons: Fix missing context for `print_info`/`warning`/`error` when colors are off
LightmapGI: Including `modules_enabled.gen.h` to properly check the configuration warning
This speeds up build time considerably for these platforms compared to using `lto=full`, which is sadly single-threaded with LLVM, unlike GCC. Changes to default behavior of `lto=auto` (i.e. `production=yes`): - Linux: Prefer ThinLTO for LLVM - Web: Prefer ThinLTO - Windows: Prefer ThinLTO for llvm-mingw The following LLVM targets don't use LTO by default currently, which needs to be assessed further (gains from LLVM LTO on performance need to be weighed against the potential size increase from heavy inlining): - Android - iOS - macOS - Windows clang-cl
SCons: Make `lto=auto` prefer ThinLTO over full LTO for LLVM targets
Reorganize EditorNode menu options
…-range GLTF: Don't write unused light properties
…-size Make GridMap editor Preview Size setting take effect immediately after change
Fix legacy color picker crash.
Fix theme options in project manager incorrectly using translated text
…bone Fix shifted joint radius index in SpringBone gizmo and remove unused `end_bone_tip_radius` property
Update Android editor name and add missing icons
[RTL] Fix character effect offset.
…1 and Wayland display servers.
Add indirect draw functionality to `MultiMesh`
…-compliant-i-think JSONRPC: Convert ids to int if they are int by value
Android: Implement support for `native dialog`
Add functions to get axis-aligned bounds of navigation regions
This has never been used since Godot was open sourced. Import flags are used but directly through `_import_scene`.
Add "At Start" mode for sub-emitter particles
Prevent WASAPI error spam when device cannot be initialized.
Add Show in FileSystem right click option to SpriteFrames
KTX: Add support for loading most ETC-compressed formats
Show tooltips for `res://` and `uid://` strings in ScriptEditor
…_get_import_flags Remove unused `EditorSceneFormatImporter::_get_import_flags`
…egression Fix regression from already disconnected emission shape changed signal
[DisplayServer] Add missing `FEATURE_WINDOW_DRAG` flag to Windows, X11 and Wayland display servers.
Always pick widest style as min width between unselected and hovered in `TabBar`
The feature freeze for 4.4 is now active. From here on we'll focus only on fixing bugs to stabilize the development branch and release 4.4-stable within a few weeks.
Bump version to 4.4-beta
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