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New origin of viewports to be considered for shader migrations #7832
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…84be6 classref: Sync with current 4.1 branch (6884be6)
…tform Document OS-specific web feature tags
…ugh_doc Update OpenXR passthrough documentation for transparent background
Update NavigationAgent velocity description
GDScript: Document static variables
…eometry_data_4.x Update navigation different actor types for new SourceGeometryData
…g-4.0 Update documentation changelog for 4.1
…-docs Update GDExtension docs with 4.1 branch info
…s-update-tag-list
macOS: Move Vulkan SDK from a note to a requirement
Fix bug in collision masking bits example
…k-cpp-profilers Link to Using C++ profilers page in CPU optimization
…images Update screenshots in Introduction section
Co-authored-by: Raul Santos <[email protected]>
Fix mention of Godot3's or_lesser for export_range
…design-lights-in-editor Recommend designing lighting in the Godot editor in Importing 3D scenes
…-color-pi-multiplier Document `LIGHT_COLOR` being multiplied by `PI` in Spatial shader
Update KinematicCharacter2D images
Update 3.x project setting names for test window size to 4.x names
Marked 2D skeletons as outdated
…ompatibility-policy
…x-resource-type
Update player_scene_nodes.webp
…godotengine#7570' (godotengine#7589) Co-authored-by: Matthew <[email protected]> Co-authored-by: Max Hilbrunner <[email protected]>
…tor (godotengine#7527) Co-authored-by: bruvzg <[email protected]> Co-authored-by: Max Hilbrunner <[email protected]>
New origin of viewports to be considered for shader migrations
You should target |
Oops. Thanks. Will close that one and reopen a new one in the master branch. |
Superseeded by: #7833 |
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As discussed in https://gist.github.com/t-karcher/4e78645021bc43a6ce377d9a18c2b1f5