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Update from original (#2) #23792
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Update from original (#2) #23792
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* fixed issue with PrismMesh size, ignore for VS code .code-workspace * Update 3D physics to match fix from #22933 * Fix CSG shape generation with meshes without indices, fixes #23364 * Fix init of VisualServerRaster Contrarily to what #23434 assumed, this is not a memory leak, the VisualServerRaster instance is passed as a parameter to VisualServerWrapMT's constructor. Fixes #23437. * Let user fix dependencies in resources * Let TileSet editor sanitize out tiles with wrong textures * Remove unused "dtoll" methods These methods aren't used anywhere in Godot's code, and all they do is cast floating types to int64_t. There's no reason to have these lines, they literally do nothing, and they aren't useful functions to begin with. * TileMap: Fix floor precision in world_to_map on tile borders Fixes #23250, supersedes #23315. * Cleaning up some uninitialised variables in GLES2 stuff. Initialise keep_original_textures and use_fast_texture_filter in storage config. Removed any other variables from storage config that were both unused and uninitialised to avoid future confusion (if they're needed it's easier to spot an uninitialised variable problem in a PR that adds the variable again rather than just uses it). Copied storage Texture struct constructor from GLES3 implementation (except where variables were already initialised with different values). Gives us sensible tested defaults for previously uninitialised vars. Added assignments for state.current_main_tex based on same in GLES3. * No longer force mipmaps on import of VRAM textures, closes #10221 * Fix possible crash with VideoPlayer _mix_audio function * -Fix problem in OWC logic closes #11357 -Fix problem with kinematic move and disabled shapes, in both 2D and 3D * Simple workaround to make one way moving platforms work, fixes #9399 * Allow plugin scene change signal to report null for empty scenes. * Properly export the various 'use dGPU' symbols when building with MingW This fixes exporting the NvOptimusEnablement export when building with MingW. This also adds the equivalent for AMD. This fixes #23400 * Fix UWP build. Add missing os_uwp.cpp include for VisualServerWrapMT. Add global env forced include to fix freetype in UWP. * Fix condition test * <fales> end of the week ;-) * Update libwebsocket to 3.0.1 * Hide some RMB options in the filesystem dock when files are searched * Fixes CollisionShape extends not updating when draggind handles * Docs: Expression class docs * Fix access to freed mem in WS client after #23241 I was wrong in assuming that String had to survive long enough to avoid it, what actually needed to survive was the CharString obtained from the acsii() or utf8() function. At least according to valgrind * Add an Export All button to the Export dialog * Simplified boolean logic in GLES2/3 rasterizers * Fix .app bundle crash on macOS * Fix initial blank screen on macOS Mojave (except splash). * Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu. * Add option for automatic project updating. * Fix clone line undo history and extra new line, issue 21811 * Fixed typos * Fix error with a specific dock layout * Removed unnecessary assignments * General fixup of the "Find in Files" dialog * doc: Use HTTPS for docs.godotengine.org and point to latest branch Fixes #23509. * Fix false error when exporting enum in c# * Update AUTHORS and DONORS list [ci skip] * (#23480) Wrong directory path in filesystem dock when creating script. When creating script and file selected in filesystem dock, between file name and directory path there is no "/" symbol. This commit fix that bug. * Fix creating a visual script virtual function after minimizing crashes #23536 * On virtual method creation cancel don't do anything. * Fixes uniform scaling weird behavior * Preset saved export path is now shown on the Export window * Add missing flag for exported enum * Fix angular velocity property range in editor for ParticlesMaterial * Fix empty script interface crash on tscn load. Add fail conditions to protect the visual script function and also fix the initiating cause. * Fixes uniform scaling issues (for real this time) * Set DRI_PRIME=1 by default on X11 if not already set This mirrors behavior on Windows and MacOSX where Godot tries to default to a dGPU if it exists. This doesn't work for Nvidia optimus yet but this can maybe be added later. * Notify node's moved children after sibling removed Fixes #16213. * Expose OS::move_window_to_foreground * Fix binaries incorrectly detected as shared libraries on some linux distros * Fixes icons in itemlist not working * fix tile set editor crash when drawing polygon shapes * Improve the C# API projects generation - Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project - GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly - This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>' * Lower minimum margin for collision shapes * -Moved EditorDefaultValue to ClassDB, made it core -Removed one and zero hints for properties, replaced by default value * Fix assertion fail when loading assembly on project export * 2D Rigid Body CCD should work again, fixes #6664 * Make it possible to call move_and_slide from _process, even if it is not recommended Previously, it would reuse the _physics_process delta, causing it to move faster on faster framerates Fixes #17516 * Effectively ensure that surface materials are the right size when setting them, fixes #23596 * Proper time tracking in AnimationNodeAnimation, closes #22887 * Made AnimationPlayer timeline only advance when keyframing frame variables Fixes #23330 * User more correct plus file on get_current_dir. * Fix formatting -0.0 by %+f displays +-0.0 * Remove junk SCons file * Use a more compatible (and certain to work) mechanism to check default value on scene packing. * AnimationPlayer, snap absolute position instead of motion. Fixes #22663 * [macOS] Fix blank splash screen * Fix mouse mode restoration on Windows Fixes #23494. * Fixed tilemap saving, format FORMAT_2 was not correctly written since it was recognized as default value, hence FORMAT_1 was always the case even when the tile_data was written in FORMAT_2. * Allow to specify a custom strength when calling Input.action_press(), this allows virtual axis, mainly for mobile. * Make TextureRegion grid settings occupy less space, closes #12679 * Fix deploy with network filesystem Also make some prints only happen in verbose mode. * Make sure rotated shapes with one way direction collisions work, fixes #12791 * doc: Sync classref with current source * Avoid double underscore from breaking glsl compiler, fixes #12880 * Was missing calling _mkid() in shader_gles2.cpp, regarding fix for #12880 * Fix wrong editor hints for angular_velocity properties * Fixed error spam when deleting cell in tileset Fixes #23556 and should fix #21549 * Fix GDScript placeholder fallback * [macOS] Fix file associations (for *.scn, *.tscn and project.godot). * Fixed floating point issue in find() of animation. Fixes #23504 * Make enum values not be script constants if enum is named Anonymous enums still creates script constants. Also add a check to see if name used for enum is already defined. * Fix scene dock not showing custom icons * Many fixes to script editor remote debugger, closes #13346 * Fix AudioStreamPlayback::stop not being called on AudioStreamPlayer::stop * Fixed various uninitialised member variables in editor plugins. * Remove unused variable in ScriptEditorDebugger * Properly remember EOF when interactive loader is done, fixes #14936 * Do not allow samplers where they dont belong (variables/return types), fixes #15133 * Fix compile recent compile issues with gcc 5.5 * Use `ResourceLoader::exists` to check for default audio bus layout * Fix missing bind for _export_path_changed * Add new PacketBuffer class for buffered peers * RingBuffer::decrease_write * Convert WebSocket module to use PacketBuffer class * Implement random number generator Co-authored-by: Zirak <[email protected]> * Added angular restitution Adding angular and linear springs Added getters * ParticlesMaterial: Simplify PARAM_SCALE texture validation Using the same helper method as other param textures. * doc: Sync classref with current source * Ability to remove buses while they are being used on 2D and 3D stream players. Fixes #15115 * It is now possible to cancel on 2D polygon editor. RMB (previously close) and ESC will cancel polygon. Closes #15474 * Make 2D particles work OOTB (again) * Add a limit of previously known last element to timer timeout traversal in SceneTree, fixes #15559 * Add parameter for fog max depth and use alpha as density. * Fix gcc version check when running scons in python 3. * Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617 * Ability to toggle flipping of tangent and binormal in depth parallax materials. Fixes #15934. * Do not error on empty shader, just treat it as invalid by default. Fixes #15998. * Add proper warnings when attempting to create a ViewporTexture in a resource that is not fit for it. Closes #16006. * Show theme values from default theme always, fixes #16011, fixes #13071 * Ensure that array passed to physics is always counter clockwise, fixes #15361. * Proper validation of out arguments in built-in shader functions, closes #16244 * Always use default theme for overrides, closes #13071 * Ensure that even at slow speed, you will always get collision using kinematic motion. Fixes #16250 * No one seems to like the error icon, so I made it invisible. Fixes #16344 * Fix Particles2D animation regression from #23702 * Fix return value of get_total_character_count Also document that it only counts visible characters. Fixes #23720 * Assign pointer null in RegEx::clear to avoid double free on destruction. * -Send mouse motion events again to CollisionObjects (Area/Body) if they move, even if mouse does not. Fixes #16536 (likely many others should check) -Add ability for viewports to set input events as handled locally * ViewportContainer was not passing unhandled input. Pass it, fixes #17326 * Fix CanvasLayer trying to re-stack while out of tree Fixes #23718. * Use VScrollBar when calculating horiz. offset in ScrollContainer Someone forgot to change `h_scroll` to `v_scroll` when copy-pasting the code ;) * Add store_csv_line method for File * -Make sure monitorable cant be flipped while flushing queries, fixes #17330 -Also added set_deferred, this was missing. * Get rid of gridmap error due to not yet valid cursor instance, fixes #17546 * Proxies were being mishandled, leading to the now fixed #17651 * Adding mikkt tangent support to CSG objects * Corrected some points discussed in #17491 * Removed unnecesary normal multiplication (only culling was really needed), fixes #17776 * Fix some undefined behaviour in Bullet module. Nulling mainShape when it's deleted to avoid double free. Initialising vector in inertia calculation to work around bug in bullet. * Check if setting exists to prevent warning Fixes #23332 * Ensure environment radiance is not used on refprobe interiors, fixes #17868 * Fixes drag and drog of image files on scaled nodes * Do not allow controls in ignore mouse to get focus via their children, fixes #17955 * Fix shader bug likely introduced recently. * Clearing history increments version, else it does not generate an asterisk on modification if the scene was just saved. Fixes #18027. Still I feel this line was commented for a reason. If you bisect a bug and find this commit, let me know. * Fix Squish decompression, closes #18109 * Avoid duplicate visility changed notification, fixes #18160 * Fix AudioStreamPlayer2D/3D::is_playing right after a play() * EditorSettings: Rename invert_y-axis to invert_y_axis for consistency No other option uses a dash in its identifier. * Fixup to previous commit, missed one occurrence
ash1247
requested review from
akien-mga,
AndreaCatania,
BastiaanOlij,
bojidar-bg,
leonkrause,
karroffel,
neikeq,
reduz,
vnen and
a team
as code owners
November 18, 2018 06:17
If you're looking into updating your fork, that's not how to do it :) |
akien-mga
removed request for
a team,
BastiaanOlij,
akien-mga,
karroffel,
bojidar-bg,
vnen,
reduz,
leonkrause,
neikeq and
AndreaCatania
November 18, 2018 08:54
@ash1247 If you need help rebasing or fast-forwarding your branch, let me know. Godot has a guide on pull request workflow which covers how to use Git and GitHub. I also recommend GitKraken. |
@aaronfranke This PR is around 3 months stale. Please avoid bumping old threads 😃. |
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fixed issue with PrismMesh size, ignore for VS code .code-workspace
Update 3D physics to match fix from Fixed non-monitorable areas triggering overlap (reopened) #22933
Fix CSG shape generation with meshes without indices, fixes Fix CSGMesh not working with procedural ArrayMesh #23364
Fix init of VisualServerRaster
Contrarily to what #23434 assumed, this is not a memory leak,
the VisualServerRaster instance is passed as a parameter to
VisualServerWrapMT's constructor.
Fixes #23437.
Let user fix dependencies in resources
Let TileSet editor sanitize out tiles with wrong textures
Remove unused "dtoll" methods
These methods aren't used anywhere in Godot's code, and all they do is cast floating types to int64_t. There's no reason to have these lines, they literally do nothing, and they aren't useful functions to begin with.
Fixes #23250, supersedes #23315.
Initialise keep_original_textures and use_fast_texture_filter in storage
config. Removed any other variables from storage config that were both unused
and uninitialised to avoid future confusion (if they're needed it's
easier to spot an uninitialised variable problem in a PR that adds the
variable again rather than just uses it).
Copied storage Texture struct constructor from GLES3 implementation
(except where variables were already initialised with different values).
Gives us sensible tested defaults for previously uninitialised vars.
Added assignments for state.current_main_tex based on same in GLES3.
No longer force mipmaps on import of VRAM textures, closes Video VRAM texture import setting not reimporting properly #10221
Fix possible crash with VideoPlayer _mix_audio function
-Fix problem in OWC logic closes More one-way collision issues #11357
-Fix problem with kinematic move and disabled shapes, in both 2D and 3D
Simple workaround to make one way moving platforms work, fixes KinematicBody2D. one way collision makes the character fall through when standing on an upward moving platform #9399
Allow plugin scene change signal to report null for empty scenes.
Properly export the various 'use dGPU' symbols when building with MingW
This fixes exporting the NvOptimusEnablement export when building with
MingW. This also adds the equivalent for AMD.
This fixes #23400
Add missing os_uwp.cpp include for VisualServerWrapMT.
Add global env forced include to fix freetype in UWP.
Fix condition test
end of the week ;-)
Update libwebsocket to 3.0.1
Hide some RMB options in the filesystem dock when files are searched
Fixes CollisionShape extends not updating when draggind handles
Docs: Expression class docs
Fix access to freed mem in WS client after Remove unneeded strncpy in lws_client. #23241
I was wrong in assuming that String had to survive long enough to avoid
it, what actually needed to survive was the CharString obtained from the
acsii() or utf8() function.
At least according to valgrind
Add an Export All button to the Export dialog
Simplified boolean logic in GLES2/3 rasterizers
Fix .app bundle crash on macOS
Fix initial blank screen on macOS Mojave (except splash).
Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
Add option for automatic project updating.
Fix clone line undo history and extra new line, issue 21811
Fixed typos
Fix error with a specific dock layout
Removed unnecessary assignments
General fixup of the "Find in Files" dialog
doc: Use HTTPS for docs.godotengine.org and point to latest branch
Fixes #23509.
Fix false error when exporting enum in c#
Update AUTHORS and DONORS list
[ci skip]
When creating script and file selected in filesystem dock,
between file name and directory path there is no "/" symbol.
This commit fix that bug.
Fix creating a visual script virtual function after minimizing crashes Creating a visual script virtual function after minimizing crashes #23536
On virtual method creation cancel don't do anything.
Fixes uniform scaling weird behavior
Preset saved export path is now shown on the Export window
Add missing flag for exported enum
Fix angular velocity property range in editor for ParticlesMaterial
Fix empty script interface crash on tscn load.
Add fail conditions to protect the visual script function and also fix the initiating cause.
Fixes uniform scaling issues (for real this time)
Set DRI_PRIME=1 by default on X11 if not already set
This mirrors behavior on Windows and MacOSX where Godot tries to default
to a dGPU if it exists. This doesn't work for Nvidia optimus yet but
this can maybe be added later.
Fixes #16213.
Expose OS::move_window_to_foreground
Fix binaries incorrectly detected as shared libraries on some linux distros
Fixes icons in itemlist not working
fix tile set editor crash when drawing polygon shapes
Improve the C# API projects generation
Lower minimum margin for collision shapes
-Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value
Fix assertion fail when loading assembly on project export
2D Rigid Body CCD should work again, fixes High speed physics2d collision - intermittent tunneling #6664
Make it possible to call move_and_slide from _process, even if it is not recommended
Previously, it would reuse the _physics_process delta, causing it to move faster on faster framerates
Fixes #17516
Effectively ensure that surface materials are the right size when setting them, fixes MeshInstance is ignoring it's material property #23596
Proper time tracking in AnimationNodeAnimation, closes Animation tree animates too fast when multiple of the same scene are instanced. #22887
Made AnimationPlayer timeline only advance when keyframing frame variables
Fixes #23330
User more correct plus file on get_current_dir.
Fix formatting -0.0 by %+f displays +-0.0
Remove junk SCons file
Use a more compatible (and certain to work) mechanism to check default value on scene packing.
AnimationPlayer, snap absolute position instead of motion.
Fixes #22663
[macOS] Fix blank splash screen
Fix mouse mode restoration on Windows
Fixes #23494.
Fixed tilemap saving, format FORMAT_2 was not correctly written since it was recognized as default value, hence
FORMAT_1 was always the case even when the tile_data was written in FORMAT_2.
Allow to specify a custom strength when calling Input.action_press(), this allows virtual axis, mainly for mobile.
Make TextureRegion grid settings occupy less space, closes Texture Region dock doesn't resize when the windows resizes #12679
Fix deploy with network filesystem
Also make some prints only happen in verbose mode.
Make sure rotated shapes with one way direction collisions work, fixes There is no way to set one-way collision directions #12791
doc: Sync classref with current source
Avoid double underscore from breaking glsl compiler, fixes Adding a uniform starting by '_' in a shader breaks rendering #12880
Was missing calling _mkid() in shader_gles2.cpp, regarding fix for Adding a uniform starting by '_' in a shader breaks rendering #12880
Fix wrong editor hints for angular_velocity properties
Fixed error spam when deleting cell in tileset
Fixes #23556 and should fix #21549
Fix GDScript placeholder fallback
[macOS] Fix file associations (for *.scn, *.tscn and project.godot).
Fixed floating point issue in find() of animation.
Fixes #23504
Anonymous enums still creates script constants.
Also add a check to see if name used for enum is already defined.
Fix scene dock not showing custom icons
Many fixes to script editor remote debugger, closes Cannot change remote variables in debuger #13346
Fix AudioStreamPlayback::stop not being called on AudioStreamPlayer::stop
Fixed various uninitialised member variables in editor plugins.
Remove unused variable in ScriptEditorDebugger
Properly remember EOF when interactive loader is done, fixes Extraneous poll() in interactive loading triggers cryptic parse error: "Unknown tag in file: editable" #14936
Do not allow samplers where they dont belong (variables/return types), fixes Shader compiler should not allow defining uniforms in local scope (as it's invalid) #15133
Fix compile recent compile issues with gcc 5.5
Use
ResourceLoader::exists
to check for default audio bus layoutFix missing bind for _export_path_changed
Add new PacketBuffer class for buffered peers
RingBuffer::decrease_write
Convert WebSocket module to use PacketBuffer class
Implement random number generator
Co-authored-by: Zirak [email protected]
Added angular restitution
Adding angular and linear springs
Added getters
Using the same helper method as other param textures.
doc: Sync classref with current source
Ability to remove buses while they are being used on 2D and 3D stream players. Fixes Changing AudioStreamPlayer3D bus will bug all the sounds on the scene #15115
It is now possible to cancel on 2D polygon editor. RMB (previously close) and ESC will cancel polygon. Closes Can't cancel polygon/line editing with right click #15474
Make 2D particles work OOTB (again)
Add a limit of previously known last element to timer timeout traversal in SceneTree, fixes SceneTreeTimer skips if multiple are running under heavy load #15559
Add parameter for fog max depth and use alpha as density.
Fix gcc version check when running scons in python 3.
Cleaned up and fixed the base_changed function in rasterizers, also fixes Light shadows don't always follow the vertex shader changes #15617
Ability to toggle flipping of tangent and binormal in depth parallax materials. Fixes Something wrong with Depth/Parallax Mapping in Spatial Material #15934.
Do not error on empty shader, just treat it as invalid by default. Fixes Multi-Threaded mode or dynamic scene loading cause "Expected 'shader_type' at the beginning of shader." #15998.
Add proper warnings when attempting to create a ViewporTexture in a resource that is not fit for it. Closes Viewport data not being sent to shader parameter in runtime #16006.
Show theme values from default theme always, fixes Can't set Theme constants in gdscript. #16011, fixes Control Constant Properties disappear in Inspector when a Theme is defined #13071
Ensure that array passed to physics is always counter clockwise, fixes Cannot run the project from editor if godot was started with --path [FreeBSD] #15361.
Proper validation of out arguments in built-in shader functions, closes Crash when using modf in own shader #16244
Always use default theme for overrides, closes Control Constant Properties disappear in Inspector when a Theme is defined #13071
Ensure that even at slow speed, you will always get collision using kinematic motion. Fixes KinematicBody2D is_on_floor() flickering when moving by low values #16250
No one seems to like the error icon, so I made it invisible. Fixes Custom theme in Project Settings causes Controls to render incorrectly. #16344
Fix Particles2D animation regression from Make 2D particles work OOTB (again) #23702
Fix return value of get_total_character_count
Also document that it only counts visible characters.
Fixes #23720
Assign pointer null in RegEx::clear to avoid double free on destruction.
-Send mouse motion events again to CollisionObjects (Area/Body) if they move, even if mouse does not. Fixes
_area_input
doesn't Work with Moving Objects #16536 (likely many others should check)-Add ability for viewports to set input events as handled locally
ViewportContainer was not passing unhandled input. Pass it, fixes Sub - viewports still don't handle _unhandled_input or CollisionObject._input_event() #17326
Fix CanvasLayer trying to re-stack while out of tree
Fixes #23718.
Someone forgot to change
h_scroll
tov_scroll
when copy-pasting the code ;)Add store_csv_line method for File
-Make sure monitorable cant be flipped while flushing queries, fixes Area2D's monitorable property does not seem to work when being set back to true #17330
-Also added set_deferred, this was missing.
Get rid of gridmap error due to not yet valid cursor instance, fixes Adding Gridmap node outputs multiple error messages #17546
Proxies were being mishandled, leading to the now fixed Viewport 'update mode: when visible' should take into account scenario when its texture is a parameter of a shader material #17651
Adding mikkt tangent support to CSG objects
Corrected some points discussed in AudioEffects issues and general audio considerations. #17491
Removed unnecesary normal multiplication (only culling was really needed), fixes Light shading as if normals were flipped while culling works properly. #17776
Fix some undefined behaviour in Bullet module.
Nulling mainShape when it's deleted to avoid double free.
Initialising vector in inertia calculation to work around bug in bullet.
Check if setting exists to prevent warning
Fixes Property not found: _global_script_class_icons emitted in 3.1 project #23332
Ensure environment radiance is not used on refprobe interiors, fixes Reflection Probe in interior shouldn't render objects with sky's radiance applied #17868
Fixes drag and drog of image files on scaled nodes
Do not allow controls in ignore mouse to get focus via their children, fixes ScrollContainer's "Ignore" mouse filter doesn't work as expected, does the same as "Stop" #17955
Fix shader bug likely introduced recently.
Clearing history increments version, else it does not generate an asterisk on modification if the scene was just saved. Fixes Change Type in Scene Tree Doesn't Mark The Scene as Modified #18027.
Still I feel this line was commented for a reason. If you bisect a bug and find
this commit, let me know.
Fix Squish decompression, closes Saving a texture as png with save_png() gives corrupted image #18109
Avoid duplicate visility changed notification, fixes NOTIFICATION_VISIBILITY_CHANGED is called twice when a WindowDialog is opened #18160
Fix AudioStreamPlayer2D/3D::is_playing right after a play()
EditorSettings: Rename invert_y-axis to invert_y_axis for consistency
No other option uses a dash in its identifier.