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4.3 cherrypicks #10038
4.3 cherrypicks #10038
Commits on Oct 4, 2024
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C#: Remove references to GODOT_SERVER and GODOT_HTML5 defines
- The `GODOT_SERVER` preprocessor define is no longer available in Godot 4, since the dedicated server platform was removed. - Replaced a reference to `GODOT_HTML5` with `GODOT_WEB` since that platform was also renamed in Godot 4. - Remove note about `<DefineConstants>` that only really applies to Godot 3.
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Fix comment directive to prevent webpage display
`..` immediately following paragraph text at the same indentation is interpreted as a continuation of that text, as seen on the website: https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html#technical-contributions > Upload your plugins to the Godot Asset Library to make them available to others. .. update to talk about Asset Store later I feel the intent was still clear, but it does look a bit weird at the moment. Further information: - There must be a blank line between the text block and the comment for the comment to be properly interpreted as a comment. - There must not be two blank lines between the two list items, once the comment is ignored. Otherwise, the generated output produces two separate lists. This a perceptibly different amount of padding compared to when they were structurally part of the same list in HTML output, since Godot adds extra padding around `<ul>` tags.
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Add C# examples to Using NavigationRegions
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Add C# examples to CPU optimization
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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Add C# examples to High-level Multiplayer documentation
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Add C# examples to Background loading
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Add C# examples to Creating movies
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Add C# examples to Using NavigationMaps
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Add C# examples to Using Viewports documentation
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Add C# examples to Playing videos
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com>
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remove article before plural noun from autoloads_versus_internal_node…
…s.rst autoloads_versus_internal_nodes.rst remove 'a' from "share a variables"
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Update animations text in data_preferences.rst
Fix grammar in one sentence Add reference to mentioned node
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Merge pull request godotengine#9773 from darkstarworks/master
Update 07.killing_player.rst
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Merge pull request godotengine#9897 from FarzadBT/FarzadBT-patch-1
Add info to turn off preview sunlight before working with 3D shader lighting in 'Your first 3D shader'.
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Removed outdated information about Mono SDK beeing necessary
Mono SDK isn't necessary any more for Godot .NET to work properly on Linux. All functionality that was needed from Mono back then is now provided by .NET proper. I fear Mono SDK might even cause some conflict with up-to-date .NET.
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Merge pull request godotengine#9835 from HubbleCommand/master
2D movement overview - Click-and-move - use actions
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Changed Autoload to Globals -> Autoload
Since the Autoload tab is under Globals, I updated the documentation to reflect its new position.
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Added a comma to clarify the subject of the sentence.
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Remove confusing end of sentence from the_profiler.rst documentation
Cut off the end of a sentence that doesn't make sense: "You can also start profiling at any time before or during gameplay, depending on if you want." It seems like removing the "depending on if you want." improves clarity of the documentation.
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Modified the using_tilesets.rst, section assigning-custom-metadata-to…
…-the-tileset-s-siles, to accurately reflect how the custom metadata property names do appear in the editor. The image using_tilesets_edit_custom_data.webp was also updated to reflect this change. This was oberved on v4.3.stable.official [77dcf97d8]
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Fix typos in tutorials/animation/introduction.rst (godotengine#9917)
* Fix typos in tutorials/animation/introduction.rst * Grammar fix
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Add example to advanced_postprocessing.rst
Adds a complete example. Also removes an unneeded varying.
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Correct "ConnectionCheck" return type
It was marked as "void" when it should be "bool".
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Update SSL/TLS networking tutorial (godotengine#9847)
* Update SSL/TLS networking tutorial Swap TLS and SSL mentions (TLS is now the most widely accepted term). Clarify that Godot now uses the trusted certifcates from the operating system by default, and only uses the Mozilla CA bundle as a fallback. Remove outdated export filter reference (certificates are recognized as resources). Warn about self-signed certificates still validating domain name when set in project settings (and reference TLSOptions for custom behavior). Add reference to Crypto.generate_self_signed_certificate and provide further reference about the OpenSSL documentation. --------- Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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Fix
ADD_PROPERTY()
calls in GDExtension C++ example to use correct ……syntax This matches how properties are declared in core Godot.
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Harmonize Bash command syntax for easier line selection and copy-pasting
- Remove prompt or `$` sign which makes triple-click based selection more difficult and time-consuming. - Use `platform` instead of `p` alias in all SCons examples.
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Fix incorrect statement in
node_type
being case-insensitive in Crea……ting script templates On case-sensitive filesystems, the case must match the actual node name, so the folder will most likely need to use uppercase characters in its name (e.g. `MeshInstance3D`).
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This type was added in Godot 4.3.
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Fix keywords for Vector in GDScript syntax highlighting
- Add Vector4 and Vector4i to syntax highlighting. - Removed nonexistent PackedVector2iArray and PackedVector3iArray.
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Add hint that navmesh geometry nodes can be parsed by groupname
Adds hint that navmesh geometry nodes can be parsed by groupname.
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Fix duplicate "glyph_spacing" in bbcode docs
The correct name for the space spacing option is space_spacing.
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Link to Exporting projects in Finishing up page of Your first 2D game
After finishing your first game, you may want to share it for others to try it out without needing to install Godot.
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Add subsection for TileMap layer reordering
Adds subsection for TileMap layer reordering.
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Fix builtin_types link in tutorial gdscript_basics page
It's linked to a wrong position.
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Removed unnecessary examples of GDScript usage.
The new text puts the focus on the most salient reason for using GDScript. The old examples covered almost all cases (every case except for AAA games), which made for awkward wording that was not relevant to most readers. Fixes godotengine#6651
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Improve sidebar navigation by removing headers
- Ensure most pages are reachable through the sidebar, by removing headers on pages that are mostly indexes. - This also means that some pages now have navigable headers again.
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The phrase, "90° degrees", is redundant because the "°" already means "degrees". It should instead be "90 degrees".
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Fix outdated
get_data()
JSON method usage in Saving gamesDirect member access is now used in Godot 4.
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Fix outdated reference to
register_class
function in GDExtension C+……+ example This was replaced by the `GDREGISTER_CLASS` macro in Godot 4.0.
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Fix Code order section saying it's the first section in GDScript styl…
…e guide It's not the first section of the page anymore.
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The phrase, "This useful for smoothing camera movement..." appears to be missing a word. It should be, "This is useful for smoothing camera movement..." instead.
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Fix indentation on mouse_and_input_coordinates.rst
There was a space missing, causing inconsistent indentation and making the code not copy pastable.
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The space in "some times" is a mistake and should be removed as it should be one word, not two (as can be seen when it is used correctly further down the page at the start of the, "Running one-off scripts using EditorScript" section).
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Fix incorrect notice about XDG paths working on all platforms in Data…
… paths (godotengine#10009) * Fix incorrect notice about XDG paths working on all platforms in Data paths They are only effective on Linux/*BSD. (For reference, in most other apps, it's rare for XDG environment variables to have an effect on other platforms.) --------- Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
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Add notes on bit depth for ints and floats (godotengine#10028)
* Added notes on bit depth for ints and floats Added a small note about the bit depth of integers and floats in Godot's shading language as it is not explicitly stated anywhere. The bit depth of integer and floats in GDscript and Godot's shading language are different, which can cause problems with lost precision in calculations when integers are set from GDscript as floats/ints in GDscript are 64 bits instead of 32 bits (the standard in GLSL ES 3.0). While most are unlikely to run into problems due to this difference in bit depth, it can cause mathematical errors in edge cases. As stated by previous contributors, no error will be thrown if types do not match while setting a shader uniform. This includes GDscript floats being set as Godot shader floats (which may not be intuitive).
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