Each contributor is now listed on a separate line in the github mardown rendering.
And it is more consistent with the authors file in the main engine repo.
Added a line explaining that the State Machine travel function teleports to a destination node in absence of any transition between the current and destination node.
GDExtensions has been merged into the godot-cpp master branch. The tutorial should specify to use the 3.x branch if the reader is creating GDNative scripts.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
As much as I'd like to keep supporting them, platforms such as Google Play or
Apple Store move too fast for our limited resources, and backporting relevant
changes to make those years old releases still viable proves to be unrealistic.
I'm also no longer able to make 2.1.x builds easily as that buildsystem relied
on Travis CI which discontinued its support for open source.
With three releases supported in parallel (4.0, 3.4 and 3.3), we have enough
work on our hands.
(cherry picked from commit 50f809abbb)
In the section "Filing an issue on GitHub", the subsection "How to reproduce the bug" says "Even if you think that the issue is trivial to reproduce, adding a minimal project that lets reproduce it is a big added value." which is missing a word. Changing it to "...lets everyone reproduce it..." fixes the grammatical error.
Stating that "Solution must be local" is denying the fact that some problems
cannot be solved locally. Therefore, documentation should recommend
contributors to first look at solutions which are closer to the problem first,
and only go for solution that touch core if a problem cannot be solved
locally, for instance.
An Objective-C method call will not be ignored when the object doesn't
define the method. It will crash with a runtime exception.
The author may have been thinking of the way an Objective-C method call
will be ignored when the object is nil. But that's not the case when the
object is there and lacks the method. In that case, the runtime will
call -doesNotRecognizeSelector:. The default behavior in the root class
NSObject is to raise an exception (not the try/catch kind; a similar
case is array bounds checks) and deliberately crash.
https://developer.apple.com/documentation/objectivec/nsobject/1418637-doesnotrecognizeselector?language=objc
WebP decoding is now required in pretty much any project since Godot 3.4
(unless you force PNG for lossless textures in the Project Settings).
Therefore, it's not a good idea to recommend disabling it for most
people. Not to mention the added binary size will be outweighted by
the smaller lossless WebPs most of the time.