We can't rely on the error code from `gio` or `kioclient5`, in my
rudimentary testing they return `1` for both missing files and other
situations like not having a Trash can on the mounted volume.
Fixes#79108.
(cherry picked from commit a6e75f3971)
Godot 3's Camera2D `rotating = true` and `rotating = false` are supposed to be converted and reversed to `ignore_rotation = false` and `ignore_rotation = true` respectively, but this wasn't the case before this PR, as the project converted was failing to properly read the `true` and `false` strings, thus resulting in `ignore_rotation = true` in all cases.
(cherry picked from commit 256b99ca40)
The variables operated by `PackedScene::set_last_modified_time()`
and `PackedScene::get_last_modified_time()` are different.
(cherry picked from commit 22edef14c3)
Explicitly clear the separate specular buffer when the background mode is canvas and screen space effects (and thus a separate specular buffer) are used.
(cherry picked from commit af9d1743f3)
Fixes#78205
The handling of comments and indentation in the shader editor
wasn't considering shader include files.
(cherry picked from commit 71b8a9d274)
This does not fix Camera3D::project_ray_normal().
Adds Camera3D::get_camera_projection() and exposes it to GDScript
(cherry picked from commit 47e63bc55f)
Previously the call was executed every time, because in the
`_drop_mouse_over();` a few lines above, `gui.mouse_over = nullptr;`
was set.
(cherry picked from commit 37a96d3957)
@ -4,6 +4,167 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [4.1.1] - 2023-07-17
See the [release announcement](https://godotengine.org/article/maintenance-release-godot-4-1-1) for details.
### Added
#### Animation
- Add 3.x compatibility for animation loop mode ([GH-79155](https://github.com/godotengine/godot/pull/79155)).
#### GUI
- Add compatibility properties to `TouchScreenButton` ([GH-78940](https://github.com/godotengine/godot/pull/78940)).
### Changed
#### 2D
- Improve string drawing in the tiledata editor ([GH-78522](https://github.com/godotengine/godot/pull/78522)).
- Make sure the shortcut key respects the context in `TileSetAtlasSourceEditor` ([GH-78920](https://github.com/godotengine/godot/pull/78920)).
#### Buildsystem
- Linux: Allow unbundling brotli to use system library ([GH-79101](https://github.com/godotengine/godot/pull/79101)).
- Linux: Link libsquish directly when unbundling, .pc file unreliable ([GH-79105](https://github.com/godotengine/godot/pull/79105)).
#### C#/.NET
- Update the RiderPathLocator to support the JetBrains Toolbox 2.0 ([GH-78832](https://github.com/godotengine/godot/pull/78832)).
- Compare symbol names without null flow state ([GH-79094](https://github.com/godotengine/godot/pull/79094)).
- Add null check before calling `UnregisterGodotObject` ([GH-79151](https://github.com/godotengine/godot/pull/79151)).
#### Core
- Check parameter validity in `Object::set_script` ([GH-46125](https://github.com/godotengine/godot/pull/46125)).
- Improve error message for `Node.set_owner` ([GH-79000](https://github.com/godotengine/godot/pull/79000)).
#### Editor
- Focus current node after connecting ([GH-54071](https://github.com/godotengine/godot/pull/54071)).
- Fix tooltip of enum value without description ([GH-78524](https://github.com/godotengine/godot/pull/78524)).
- Use bullet points in shader editor creation dialog ([GH-78631](https://github.com/godotengine/godot/pull/78631)).
- Sort project tags before saving ([GH-78775](https://github.com/godotengine/godot/pull/78775)).
- Project converter: Use same rendering driver as Project Manager ([GH-78795](https://github.com/godotengine/godot/pull/78795)).
- Add tooltip description wrapping in scene tree and plugin settings ([GH-79090](https://github.com/godotengine/godot/pull/79090)).
- Improve user-friendliness of project version mismatch messages ([GH-79118](https://github.com/godotengine/godot/pull/79118), [GH-79299](https://github.com/godotengine/godot/pull/79299)).
#### GUI
- Ensure that `_drop_physics_mouseover` only happens when necessary ([GH-78078](https://github.com/godotengine/godot/pull/78078)).
- Update FileDialog button activity when `file_mode` is changed ([GH-79211](https://github.com/godotengine/godot/pull/79211)).
- Hide/show `AcceptDialog`'s button spacer on button visibility changed ([GH-79274](https://github.com/godotengine/godot/pull/79274)).
#### Porting
- macOS/iOS: Set MoltenVK logging level based on `--verbose` flag ([GH-79061](https://github.com/godotengine/godot/pull/79061)).
- Windows: Flash both the window caption and taskbar button on `request_attention` ([GH-78263](https://github.com/godotengine/godot/pull/78263)).
#### Rendering
- Clear specular buffer if sky mode is canvas and screen space effects are used ([GH-78624](https://github.com/godotengine/godot/pull/78624)).
- Take eye offset into account for depth in StandardMaterial3D ([GH-79049](https://github.com/godotengine/godot/pull/79049)).
### Fixed
#### 2D
- Fix `Camera2D.rotating` not being converted and reversed properly ([GH-79264](https://github.com/godotengine/godot/pull/79264)).
#### 3D
- Fix Camera3D `project_*` methods not accounting for frustum offset ([GH-75806](https://github.com/godotengine/godot/pull/75806)).
- Fix 3D viewport grid disappearing on scene tab changes ([GH-78694](https://github.com/godotengine/godot/pull/78694)).
#### Animation
- Fix infinite loop state check in `AnimationStateMachine` ([GH-79141](https://github.com/godotengine/godot/pull/79141)).
- Fix `tween_property` on `Basis` to properly update its value ([GH-79426](https://github.com/godotengine/godot/pull/79426)).
#### Buildsystem
- Linux: Fix build with `use_sowrap=no` and various warnings/errors ([GH-79097](https://github.com/godotengine/godot/pull/79097)).
#### C#/.NET
- Fix command line exporting ([GH-79173](https://github.com/godotengine/godot/pull/79173)).
#### Core
- Fix zero-sized WorkerThreadPool not processing group tasks ([GH-78845](https://github.com/godotengine/godot/pull/78845)).
- Fix threading bug in Vulkan rendering device ([GH-78794](https://github.com/godotengine/godot/pull/78794)).
- Fix sanitizers reports about octahedral tangents in RenderingServer ([GH-78902](https://github.com/godotengine/godot/pull/78902)).
#### Shaders
- Fix invalid shader compilation when using `hint_normal_roughness_texture` in mobile backend ([GH-78839](https://github.com/godotengine/godot/pull/78839)).
- Fix using uint suffix at the hex number declaration in shaders ([GH-78906](https://github.com/godotengine/godot/pull/78906)).
- Fix shader language float literal precision truncation ([GH-78972](https://github.com/godotengine/godot/pull/78972)).
- Fix comments and indentation in `.gdshaderinc` files ([GH-79158](https://github.com/godotengine/godot/pull/79158)).
## [4.1] - 2023-07-06
See the [release announcement](https://godotengine.org/article/godot-4-1-is-here) for details.
@ -161,6 +322,7 @@ See the [release announcement](https://godotengine.org/article/godot-4-1-is-here
#### Core
- The strings returned by `ResourceLoader::get_dependencies()` now include paths in addition to UIDs ([GH-73131](https://github.com/godotengine/godot/pull/73131)).
- Optimize Node children management ([GH-75627](https://github.com/godotengine/godot/pull/75627)).
- Deprecate `NOTIFICATION_MOVED_IN_PARENT` for `NOTIFICATION_CHILD_ORDER_CHANGED` ([GH-75701](https://github.com/godotengine/godot/pull/75701)).
Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node rather than attempting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
If this is the current camera, remove it from being current. If [param enable_next] is [code]true[/code], request to make the next camera current, if any.
Adds a custom file to be exported. [param path] is the virtual path that can be used to load the file, [param file] is the binary data of the file. If [param remap] is [code]true[/code], file will not be exported, but instead remapped to the given [param path].
Adds a custom file to be exported. [param path] is the virtual path that can be used to load the file, [param file] is the binary data of the file.
When called inside [method _export_file] and [param remap] is [code]true[/code], the current file will not be exported, but instead remapped to this custom file. [param remap] is ignored when called in other places.
Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [code]x86_64[/code], [code]x86_32[/code], [code]arm64[/code], [code]armv7[/code], [code]rv64[/code], [code]riscv[/code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and [code]wasm32[/code].
Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [code]x86_64[/code], [code]x86_32[/code], [code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and [code]wasm32[/code].
To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have [code]64[/code] in their name:
[codeblocks]
[gdscript]
if "64" in Engine.get_architecture_name():
print("Running on 64-bit CPU.")
print("Running a 64-bit build of Godot.")
else:
print("Running on 32-bit CPU.")
print("Running a 32-bit build of Godot.")
[/gdscript]
[csharp]
if (Engine.GetArchitectureName().Contains("64"))
GD.Print("Running on 64-bit CPU.");
GD.Print("Running a 64-bit build of Godot.");
else
GD.Print("Running on 32-bit CPU.");
GD.Print("Running a 32-bit build of Godot.");
[/csharp]
[/codeblocks]
[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name of the host CPU architecture. For example, if running an x86_32 Godot binary on a x86_64 system, the returned value will be [code]x86_32[/code].
Parses the [SceneTree] for source geometry according to the properties of [param navigation_mesh]. Updates the provided [param source_geometry_data] resource with the resulting data. The resource can then be used to bake a navigation mesh with [method bake_from_source_geometry_data]. After the process is finished the optional [param callback] will be called.
[b]Note:[/b] This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.
[b]Performance:[/b] While convenient, reading data arrays from [Mesh] resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer] in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.
Parses the [SceneTree] for source geometry according to the properties of [param navigation_mesh]. Updates the provided [param source_geometry_data] resource with the resulting data. The resource can then be used to bake a navigation mesh with [method bake_from_source_geometry_data]. After the process is finished the optional [param callback] will be called.
[b]Note:[/b] This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.
[b]Performance:[/b] While convenient, reading data arrays from [Mesh] resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer] in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.
[b]Note:[/b] Auto-generated names might include the [code]@[/code] character, which is reserved for unique names when using [method add_child]. When setting the name manually, any [code]@[/code] will be removed.
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
The node owner. A node can have any ancestor node as owner (i.e. a parent, grandparent, etc. node ascending in the tree). This implies that [method add_child] should be called before setting the owner, so that this relationship of parenting exists. When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex scene trees, with instancing and subinstancing.
[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If a new node is added to the tree without setting its owner as an ancestor in that tree, it will be visible in the 2D/3D view, but not in the scene tree (and not persisted when packing or saving).
Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default).
Requests the OS to open the file manager, then navigate to the given [param file_or_dir_path] and select the target file or folder.
If [param file_or_dir_path] is a valid directory path, and [param open_folder] is [code]true[/code], the method will open the file manager and enter the target folder without selecting anything.
Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] path into a system path for use with this method.
[b]Note:[/b] Currently this method is only implemented on Windows. On other platforms, it will fallback to [method shell_open] with a directory path for [param file_or_dir_path].
[b]Note:[/b] Currently this method is only implemented on Windows and macOS. On other platforms, it will fallback to [method shell_open] with a directory path of [param file_or_dir_path] with prefix [code]file://[/code].
The simplification distance to use for simplifying the generated occluder polygon (in 3D units). Higher values result in a less detailed occluder mesh, which improves performance but reduces culling accuracy.
The occluder geometry is rendered on the CPU, so it is important to keep its geometry as simple as possible. Since the buffer is rendered at a low resolution, less detailed occluder meshes generally still work well. The default value is fairly aggressive, so you may have to decrase it if you run into false negatives (objects being occluded even though they are visible by the camera). A value of [code]0.01[/code] will act conservatively, and will keep geometry [i]perceptually[/i] unaffected in the occlusion culling buffer. Depending on the scene, a value of [code]0.01[/code] may still simplify the mesh noticeably compared to disabling simplification entirely.
The occluder geometry is rendered on the CPU, so it is important to keep its geometry as simple as possible. Since the buffer is rendered at a low resolution, less detailed occluder meshes generally still work well. The default value is fairly aggressive, so you may have to decrease it if you run into false negatives (objects being occluded even though they are visible by the camera). A value of [code]0.01[/code] will act conservatively, and will keep geometry [i]perceptually[/i] unaffected in the occlusion culling buffer. Depending on the scene, a value of [code]0.01[/code] may still simplify the mesh noticeably compared to disabling simplification entirely.
Setting this to [code]0.0[/code] disables simplification entirely, but vertices in the exact same position will still be merged. The mesh will also be re-indexed to reduce both the number of vertices and indices.
[b]Note:[/b] This uses the [url=https://meshoptimizer.org/]meshoptimizer[/url] library under the hood, similar to LOD generation.
Converts the string representing a decimal number into a [float]. This method stops on the first non-number character, except the first decimal point ([code].[/code]) and the exponent letter ([code]e[/code]). See also [method is_valid_float].
Creates a TLS client configuration which validates certificates and their common names (fully qualified domain names).
You can specify a custom [param trusted_chain] of certification authorities (the default CA list will be used if [code]null[/code]), and optionally provide a [param common_name_override] if you expect the certificate to have a common name other then the server FQDN.
Note: On the Web plafrom, TLS verification is always enforced against the CA list of the web browser. This is considered a security feature.
[b]Note:[/b] On the Web platform, TLS verification is always enforced against the CA list of the web browser. This is considered a security feature.
Creates an [b]unsafe[/b] TLS client configuration where certificate validation is optional. You can optionally provide a valid [param trusted_chain], but the common name of the certififcates will never be checked. Using this configuration for purposes other than testing [b]is not recommended[/b].
Note: On the Web plafrom, TLS verification is always enforced against the CA list of the web browser. This is considered a security feature.
Creates an [b]unsafe[/b] TLS client configuration where certificate validation is optional. You can optionally provide a valid [param trusted_chain], but the common name of the certificates will never be checked. Using this configuration for purposes other than testing [b]is not recommended[/b].
[b]Note:[/b] On the Web platform, TLS verification is always enforced against the CA list of the web browser. This is considered a security feature.
Creates a TLS server configuration using the provided [param key] and [param certificate].
Note: The [param certificate] should include the full certificate chain up to the signing CA (certificates file can be concatenated using a general purpose text editor).
[b]Note:[/b] The [param certificate] should include the full certificate chain up to the signing CA (certificates file can be concatenated using a general purpose text editor).
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER,particles->front_process_buffer,particles->process_buffer_stride_cache*total_amount,data, GL_DYNAMIC_COPY,"Particles front process buffer");
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER,particles->front_process_buffer,particles->process_buffer_stride_cache*total_amount,data.ptr(), GL_DYNAMIC_COPY,"Particles front process buffer");
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER,particles->front_instance_buffer,particles->instance_buffer_size_cache,nullptr,GL_DYNAMIC_COPY,"Particles front instance buffer");
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER,particles->front_instance_buffer,particles->instance_buffer_size_cache,instance_data.ptr(),GL_DYNAMIC_COPY,"Particles front instance buffer");
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER,particles->back_process_buffer,particles->process_buffer_stride_cache*total_amount,data, GL_DYNAMIC_COPY,"Particles back process buffer");
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER,particles->back_process_buffer,particles->process_buffer_stride_cache*total_amount,data.ptr(), GL_DYNAMIC_COPY,"Particles back process buffer");
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER,particles->back_instance_buffer,particles->instance_buffer_size_cache,nullptr,GL_DYNAMIC_COPY,"Particles back instance buffer");
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER,particles->back_instance_buffer,particles->instance_buffer_size_cache,instance_data.ptr(),GL_DYNAMIC_COPY,"Particles back instance buffer");
// Checking if folder contains valid Godot 3 project.
// Project should not be converted more than once.
{
Stringconverter_text="; Project was converted by built-in tool to Godot 4.0";
Stringconverter_text="; Project was converted by built-in tool to Godot 4";
ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"),false,"Current working directory doesn't contain a \"project.godot\" file for a Godot 3 project.");
valid=valid&&test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman","\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman","\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman","\tr.set_velocity(a)\n\t# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman","\tset_velocity(a)\n\t# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman","\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman","\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman","\tr.set_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman","\tset_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("list_dir_begin( a , b )","list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("list_dir_begin( a )","list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("list_dir_begin( )","list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("list_dir_begin( a , b )","list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("list_dir_begin( a )","list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("list_dir_begin( )","list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("sort_custom( a , b )","sort_custom(Callable(a, b))",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\timage.lock()","\tfalse # image.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\timage.unlock()","\tfalse # image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\troman.image.unlock()","\tfalse # roman.image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\timage.lock()","\tfalse # image.lock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\timage.unlock()","\tfalse # image.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
valid=valid&&test_conversion_gdscript_builtin("\troman.image.unlock()","\tfalse # roman.image.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",&ProjectConverter3To4::rename_gdscript_functions,"custom rename",reg_container,false);
line=reg_container.reg_image_lock.sub(line,"false # $1.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",true);
line=reg_container.reg_image_unlock.sub(line,"false # $1.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",true);
line=reg_container.reg_image_lock.sub(line,"false # $1.lock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",true);
line=reg_container.reg_image_unlock.sub(line,"false # $1.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed",true);
warning_message+=TTR("Warning: This project uses C#, but this build of Godot does not have\nthe Mono module. If you proceed you will not be able to use any C# scripts.\n\n");
unsupported_features.remove_at(i);
i--;
}elseif(feature.substr(0,3).is_numeric()){
warning_message+=vformat(TTR("Warning: This project was built in Godot %s.\nOpening will upgrade or downgrade the project to Godot %s.\n\n"),Variant(feature),Variant(VERSION_BRANCH));
warning_message+=vformat(TTR("Warning: This project was last edited in Godot %s. Opening will change it to Godot %s.\n\n"),Variant(feature),Variant(VERSION_BRANCH));
ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3.x to work in Godot 4.0.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot."));
ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3 to work in Godot 4.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot."));
// use history.json - last entry stands for the active build https://jetbrains.slack.com/archives/C07KNP99D/p1547807024066500?thread_ts=1547731708.057700&cid=C07KNP99D
// If we did not find a route, return an empty path.
// We did not find a route but we have both a start polygon and an end polygon at this point.
// Usually this happens because there was not a single external or internal connected edge, e.g. our start polygon is an isolated, single convex polygon.
if(!found_route){
returnVector<Vector3>();
end_d=FLT_MAX;
// Search all faces of the start polygon for the closest point to our target position.