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Make push_error
and push_warning
print name of calling function
#93648
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Commits on Jun 27, 2024
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Allow constructing
List
s frominitializer_list
sQOL improvement to allow direct construction of `List`s.
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Make
push_error
andpush_warning
print name of calling functionCurrently, `push_error` and `push_warning` give themselve as the calling function, which is not useful for debugging. I have altered these to use the C stacktrace to get the name of the function that called them. This saves having to turn these functions into macros, which would require recompiling every single piece of code that uses them. I have also set it to, when debug symbols are available, use them with `atos` (available on macOS) to find the exact source file and line being called from. It should be possible to the same thing on Linux using `addr2line`, but I don't have a Linux box handy to test that. I am not sure how you would implement this in Windows. I have tested this on macOS Sonoma 14.5 (23F79). It should work on any *nix system. I am not sure about Windows. Fixes godotengine#76770
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Move C++ code line discovery to its own function
Also add method to print whole callstack.
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Commits on Jun 28, 2024
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The Linux build breaks on `OS_Unix` because `Dl_info` is not `typedef`ed as `struct dl_info`, so the forward declaration of that struct breaks. Changing the forward declaration to `struct Dl_info` breaks the Mac build though, so that leaves us with some `#ifdef`s. This may or may not work, I'll have to see.
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Okay, there doesn't actually seem to be a way to forward declare a `typedef` to an anonymous `struct`. So, rather than include an unnecessary system header in `os_unix.h`, I am now just passing the members of `Dl_info` individually. This will be slightly less efficient, but this code is generally not called in performance-critical paths, and this should be clean, maintainable, and platform-independent.
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Neither Android's NDK nor Emscripten provide `backtrace` through `execinfo.h`. There are other ways to get a stacktrace on these platforms, but I am not expert enough to implement them, so leave them unimplemented for now.
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Commits on Jul 2, 2024
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Example now works for any file size instead of just multiples of CHUNK_SIZE Example also uses correct method for looping over file data
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Update the github Android builds config
The configuration was updated to generate: - Godot Android Editor build - Godot Android template build for arm32 - Godot Android template build for arm64 Co-authored-by: Rémi Verschelde <[email protected]>
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Document AudioEffectSpectrumAnalyzerInstance, clarify relationship wi…
…th AudioEffectSpectrumAnalyzer Fully document AudioEffectSpectrumAnalyzerInstance, including the weird return value of its sole method, and add a link to it in AudioEffectSpectrumAnalyzer to make it easier to figure out how to use.
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Remove warning when project setting requests a larger global shader u…
…niform buffer than the hardware supports. Instead provide a better error message when the limit is exceeded and avoid crash with a small limit.
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+ Fixes the v0.13.8 svg text error issue. + See https://github.com/thorvg/thorvg/releases/tag/v0.14.0
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Wayland: minimize surface commits and limit them to the main thread
Before of this patch, as explained in the usual commented-wall-of-text-longer-than-the-actual-patch-itself™, due to the multithreaded nature of the Wayland thread, it was possible to commit a surface while the renderer was doing stuff, which was _very_ wrong. Initially the consequences of such a sin weren't obvious but, now that explicit synchronization is becoming more and more common, we can't commit a buffer randomly without basically guaranteeing a nasty, nasty crash (and we should have avoided commits altogether in the first place to ensure atomic surface updates). We now only trigger a commit _in the main thread_ when low processor usage mode is on _and_ if we know that we won't be rendering anything as, due to its intermittent nature, it makes "legacy" (pre xdg_wm_base v6) frame callback based suspension quite annoying.
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GDScript: partially allow some functions on invalid scripts
+ always default initialize static variables + dont invalidate script when dependant scripts don't compile/resolve
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WorkerThreadPool: Refactor deadlock prevention collaboration into a g…
…eneric mechanism This is strictly beyond a refactor because it also changes when the mutexes are relocked, but that's only for extra safety.
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Add alternative shortcut for Align Transform to View in the 3D editor
The new shortcut is Ctrl + Alt + Numpad 0 and is the one listed in the 3D viewport's Perspective menu (since PopupMenu accelerators display the first shortcut only). This shortcut matches Blender and avoids conflicts with the GeForce Experience overlay, which defaults to Ctrl + Alt + M. Ctrl + Alt + M is still defined as an alternative default, so that existing workflows are not impacted.
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Update note regarding 3D MSAA and foveated rendering
godotengine#83976 added support for 3D MSAA on the Compatibility renderer, but it also mentions that on platforms other than Android, foveated rendering will not work if MSAA is enabled. I removed the note saying that 3D MSAA is not supported on compatibility and added a comment mentioning that foveated rendering won't work on platforms other than android if 3D MSAA is enabled and added the alternative/equivalent for desktop.
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X11: Fix creating RenderingDevice after godotengine#93706
The line was removed by mistake.
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NavigationServer3D.map_get_closest_point_to_segment - add an addition…
…al shortest distance check For a case when shortest distance is between some point located on a face's edge and some point located on a line segment.
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Fix: set max_width for icons in the quick open popup
Co-authored-by: Tomek <[email protected]>
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Fix "icon" parameter in EditorPlugin.add_custom_type is not optional,…
… but docs says it is# This is a combination of 2 commits. Fix "icon" parameter in EditorPlugin.add_custom_type is not optional, but docs says it is Update doc/classes/EditorPlugin.xml Co-authored-by: A Thousand Ships <[email protected]>
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Revert "Make freed object different than null in comparison operators"
This reverts commit 150b50c. As discussed with the GDScript team, this has some implications which aren't fully consensual yet, and which we want to revisit. For now we revert to the 4.2 behavior for the 4.3 release, to avoid breaking user expectations.
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Fix Info about Global library on add_animation_library method in doc/…
…classes/AnimationMixer.xml Fix Info about Global library on add_animation_library method in doc/classes/AnimationMixer.xml Fix Info about Global library on add_animation_library method Co-authored-by: Silc Lizard (Tokage) Renew <[email protected]>
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Physics Interpolation - Fix
interpolated_transform_2d
Uses the skew correct `Transform2D::interpolate_with()` function rather than the bugged 3.x version.
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[Web] Remove unnecessary EMCC_FORCE_STDLIBS in dlink builds
As discussed with upstream, the C/C++ standard library is always fully included when building with MAIN_MODULE=1, so using EMCC_FORCE_STDLIBS is not necessary in our case.
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