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Fix recursive resource local to scene (array/dictionary properties on resources) (GH-71578). Add Unicode support to String.to_*_case() methods (GH-75846). Optimize Color::find_named_color() (GH-75860). Add a get_or_add method to Dictionary (GH-78095). Add SceneTree.get_node_count_in...
detect_modules(path, recursive=False) else: # Custom. modules = methods.detect_modules(path, env_base["custom_modules_recursive"]) # Provide default include path for both the custom module search `path` # and the base directory containing custom modules, as it may be different # from...
Button.expand_icon property to make a button's icon expand/shrink with the button's size. Popup.set_as_minsize() method to shrink a popup to its minimum size. Tree.get_icon_modulate() and Tree.set_icon_modulate() methods to change an icon's color in a Tree. Tree.call_recursive() ...
Make script/shader editor save shortcuts unique again (GH-84931). Provide more context when scene fails to load (GH-85083). Add Save As... option to EditorResourcePicker (GH-85150). Avoid saving scene while already saving the scene (GH-85154). Fix project name being overwritten every time...
Fix recursive resource local to scene (array/dictionary properties on resources) (GH-71578). Add Unicode support to String.to_*_case() methods (GH-75846). Optimize Color::find_named_color() (GH-75860). Add a get_or_add method to Dictionary (GH-78095). Add SceneTree.get_node_count_in...
recursive_mutex::lock (this=0x170) at /usr/include/c++/14/mutex:125 #4 0x000000000a573f3b in std::unique_lock<std::recursive_mutex>::lock (this=0x7fffffff8500) at /usr/include/c++/14/bits/unique_lock.h:147 #5 0x000000000a572839 in std::unique_lock<std::recursive_mutex>::...
The following explains the differences of high- and low-level networking in Godot as well as some fundamentals. If you want to jump in head-first and add networking to your first nodes, skip to `Initializing the network`_ below. But make sure to read the rest later on! 10 Add a Hos...
gdparse tests/valid-gd-scripts/recursive_tool.gd -p The parser outputs a tree that represents your code's structure: start class_def X class_body tool_stmt signal_stmt sss class_def Y class_body tool_stmt signal_stmt sss tool_stmt ...
The GDNative folder is a git submodule pointing to the godot-cpp project (pointing to the latest commits as of October 4th) for Godot 3.1. As a result, after cloning, it should be initialized with something like `git submodule update –init –recursive`, or this repo cloned with `–recurs...