The behaviour of TYPE_POLYLINE appeared incorrect in GLES2, and inconsistent with GLES3 and the docs, which state that draw_polyline 'Draws interconnected line segments'. Also when drawing with triangles GLES2 draws interconnected segments.
This PR simply changes the primitive from GL_LINES to GL_LINE_STRIP as in GLES3.
This option can be used to workaround various issues with stuff
not reloading properly when changes are made.
The option was renamed to clarify the fact that it actually
reloads the scene saved on the filesystem.
(cherry picked from commit 2962819d1c4e3a3835647015904e07c93ecfc370)
Writing to COLOR in a custom shader can result in incorrect results if colors are baked (vertex color and modulate). This PR prevents baking with COLOR output, except under the special circumstances that final modulate is (1, 1, 1, 1), in which case the result will be correct. This should still allow color baking in many scenarios with custom shaders.
By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget
package, we can build projects targeting .NET Framework with the dotnet CLI.
By referencing this package we also don't need to install Mono on Linux/macOS
or .NET Framework on Windows, as the assemblies are taken from the package.
In addition to prevent item joins when VERTEX reads are present in a custom shader, it is also necessary to prevent baking extra matrices (extra transforms) WITHIN items, because these can also report incorrect results.
In situations where custom canvas shaders read VERTEX values, they could read incorrect global positions rather than local positions where batching had baked item transforms. This PR prevents joining items that read VERTEX built in in shaders, and thus prevents this situation arising (as unjoined items will not bake transforms).
This makes it more obvious that the script won't be modified
in any way.
See comments in #27813.
(cherry picked from commit 7fc0e38e92900be67b69b0c7e13abf93692e8cb4)
This makes it possible to see if both errors and warnings were
pushed without having to open the tab.
(cherry picked from commit 564f8ccc1311f7f2a76e583d36d9f76347106f16)
7z is already available in path in appveyor
zip the build .exe files and store them ( appveyor retains for ~6 months)
(cherry picked from commit 7ae70625f38492072818e674e6db6ec8a21c6085)
Removed by mistake in #38292 like the Windows `__XINPUT_DEVICE__`,
this magic binding is referenced directly in our code.
(cherry picked from commit 1c61b311093d691e61a1ce3bd92b41b095d6b3c1)
* On press left+command+shift or right+command+shift it should behave like shift+home or shift+end and select the text
* Using home and end events as reference
(cherry picked from commit d8f8a3c606785480b368aec3b9b825eb6e453fe8)
Hide and keep the mouse in place when the user oribts the scene via the 3D
rotation widget.
(cherry picked from commit 051f02a3a096f46f332b2cb8b7849b12b9c80c41)
- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
(cherry picked from commit b61ffef0ab95320c7304c2a1a8dd8cb6d299eadf)