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Global groups implementation #60963
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Global groups implementation #60963
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…n gdnative_interface.h
…to append the base directory on top of that. While this is a uncommon if not unused case for a release version it is helpful for development builds. Fix formatting
* count() * find() * rfind()
This results in less surprising behavior out of the box. Internal usages were modified to keep the existing behavior identical there.
Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and `-Wliteral-range` warnings.
That's the version that we'll (tentatively) use for future 3.x and 4.0 builds.
This has several benefits: - Baking is now significantly faster out of the box (often twice as fast). - Lightmap texture file sizes are often divided by 2 or 3. - Baking requires less memory and is less likely to crash on large scenes. Visual quality may be degraded, but it's usually not very noticeable in the default configuration where only indirect lighting is baked.
Add __has_include check for AVFAudio include. Add some explicit casts to avoid conflicts. Change all `include`s to `import`s for consistency.
This is really sweet, but what happened? There seem to be a lot of unrelated files changed in this PR, too. |
Superseded by #60965. |
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This commit based on #24262.
Fix godotengine/godot-proposals#3789 and maybe godotengine/godot-proposals#3351 :)
Global groups editor in Project Settings.
Editor
Remove global group dialog
Reworked Groups Editor.
Groups Editor
Ability to create Global and Local groups.
Ability to Covert Global to Local and Local to Global. Rename. Delete.
P.S. I have one problem. I store local groups cache inside
Map<Node *, Set<StringName>>
. When I opened scene, I'm storing all local groups into this Set where key is aedited_scene_root_node
. I want to know the moment, when scene is closing and I can release a data from the Map.I use
Map<Node *, Set<StringName>>
, because when you adding local group and unckeck it from all nodes, you can lose it when you are switching tabs.