- Add hint string `monospace` for `PROPERTY_HINT_{NONE,PASSWORD,PLACEHOLDER_TEXT}` to set the `LineEdit` font monospaced.
- Add hint string `monospace` for `PROPERTY_HINT_MULTILINE_TEXT` to set the `TextEdit` font monospaced.
- Add hint string `no_wrap` for `PROPERTY_HINT_MULTILINE_TEXT` to make the `TextEdit` not wrap lines automatically.
Also:
- Fix issue with `EditorPropertyMultilineText` not updating font properly.
- Add `EditorPropertyMultilineText` tweak flags.
- Add support with GDScript `@export_multiline`.
Dedicated server exports don't perform any rendering, so there's no point
in including baked shaders. Doing so saves a few MBs in PCK size if the
shader baker was enabled in the export options.
Previously, the PIDs of any running instances of the game on the remote
device were found with `pgrep`, whose output was passed as parameters to
`kill`. The problem with doing this is that passing zero arguments to
`kill` (which happens when no instances of the game are running
remotely) is an error: it shows the command usage, and exits with status
2 indicating a command-line syntax error:
$ kill
kill: usage: kill [-s sigspec | -n signum | -sigspec] pid | jobspec ... or kill -l [sigspec]
$ echo $?
2
As far as I can tell, all systems that have a `pgrep` command also have
a `pkill` command which accepts (a superset of) the same parameters as
`pgrep` and kills the matched processes instead of listing them on
STDOUT.
In the case where no processes match, `pkill` exits with status 1; but
does so silently.
Invoke `pkill` rather than `pgrep` + `kill`.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
Fixes#95897
During CI scenarios $HOME may be set to an invalid value (such as
`/var/empty`).
Using temp dirs fits better with godot's usage of these paths and is
independent from the user's $HOME.
`core/os/os.h` doesn't use `core/io/image.h`. It just brings
transitive dependencies. Lots of dependencies because `core/os/os.h`
is transitively included in almost every file of godot
Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h`
were used to prevent obscure errors involving `Ref<Image>`
^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by
corresponding .h file with the same name
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>