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Merge pull request #10865 from godotengine/master
Update 4.4 branch
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.github/workflows/check_urls.yml

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name: 🌐 Check URLs
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on:
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push:
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pull_request:
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schedule:
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# Every day at 18:00 UTC.
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# Every Friday at 16:27 UTC.
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# URLs can decay over time. Setting up a schedule makes it possible to be warned
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# about dead links as soon as possible.
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- cron: "0 18 * * *"
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- cron: "27 16 * * FRI"
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jobs:
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check-urls:

.lycheeignore

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.*asecuritysite\.com.*
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.*intel\.com.*
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.*reddit\.com.*
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.*inkscape.org.*
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.*computerhope.com*
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# Don't check URLs from these websites due to frequent rate limits (error 429) or timeouts.
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.*adobe\.com.*

about/release_policy.rst

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While Godot contributors aren't working under any deadlines, we strive to
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publish minor releases relatively frequently.
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In particular, after the very length release cycle for 4.0, we are pivoting to
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a faster paced development workflow, 4.1 released 4 months after 4.0, and 4.2
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released 4 months after 4.1
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In particular, after the very long release cycle for 4.0, we are pivoting to
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a faster-paced development workflow, 4.1 released 4 months after 4.0, and 4.2
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released 4 months after 4.1.
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Frequent minor releases will enable us to ship new features faster (possibly
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as experimental), get user feedback quickly, and iterate to improve those

community/tutorials.rst

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- `GDScript website by Andrew Wilkes <https://gdscript.com>`__
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- `Godot Recipes by KidsCanCode <https://kidscancode.org/godot_recipes/4.x/>`__
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- `Godot Tutorials by SomethingLikeGames <https://www.somethinglikegames.de/en/tags/godot-engine/>`__
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- `GameDev Academy by Zenva <https://gamedevacademy.org/category/godot-tutorials/godot-4/>`__
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- `Game Dev Artisan website <https://gamedevartisan.com/>`__
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- `Night Quest Games Blog <https://www.nightquestgames.com/blog-articles/>`__
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contributing/development/configuring_an_ide/visual_studio.rst

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It has many useful features, such as memory view, performance view, source
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control and more.
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.. note::
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This documentation is for contributions to the game engine, and not using
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Visual Studio as a C# editor. To code C# in an external editor, see
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:ref:`the C# guide to configure an external editor <doc_c_sharp_setup_external_editor>`.
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Importing the project
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---------------------
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contributing/development/configuring_an_ide/visual_studio_code.rst

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Visual Studio Code
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==================
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.. note::
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This documentation is for contributions to the game engine, and not using
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Visual Studio Code as a C# or GDScript editor. To code C# or GDScript in an external editor, see
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:ref:`the C# guide to configure an external editor <doc_c_sharp_setup_external_editor>`.
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`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-platform code editor
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by `Microsoft <https://microsoft.com>`_ (not to be confused with :ref:`doc_configuring_an_ide_vs`).
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contributing/development/core_and_modules/internal_rendering_architecture.rst

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2D light rendering is performed in a single pass to allow for better performance
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with large amounts of lights.
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.. UPDATE: Planned feature. When Forward+ and Mobile feature 2D batching,
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.. update this.
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The Forward+ and Mobile rendering methods don't feature 2D batching yet, but
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it's planned for a future release.
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The Compatibility renderer features 2D batching to improve performance, which is
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All rendering methods feature 2D batching to improve performance, which is
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especially noticeable with lots of text on screen.
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MSAA can be enabled in 2D to provide "automatic" line and polygon antialiasing,
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Batching and instancing
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~~~~~~~~~~~~~~~~~~~~~~~
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In the Forward+ renderer, Vulkan instancing is used to group rendering
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of identical objects for performance. This is not as fast as static mesh
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merging, but it still allows instances to be culled individually.
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In the Forward+ renderer, Vulkan instancing is used to group rendering of
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identical opaque or alpha-tested objects for performance. (Alpha-blended objects
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are never instanced.) This is not as fast as static mesh merging, but it still
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allows instances to be culled individually.
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Light, decal and reflection probe rendering
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

contributing/development/core_and_modules/unit_testing.rst

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============
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Godot Engine allows to write unit tests directly in C++. The engine integrates
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the `doctest <https://github.com/onqtam/doctest>`_ unit testing framework which
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the `doctest <https://github.com/doctest/doctest>`_ unit testing framework which
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gives ability to write test suites and test cases next to production code, but
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since the tests in Godot go through a different ``main`` entry point, the tests
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reside in a dedicated ``tests/`` directory instead, which is located at the root
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.. seealso::
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`doctest: Assertion macros <https://github.com/onqtam/doctest/blob/master/doc/markdown/assertions.md>`_.
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`doctest: Assertion macros <https://github.com/doctest/doctest/blob/master/doc/markdown/assertions.md>`_.
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Logging
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`doctest: Logging macros <https://github.com/onqtam/doctest/blob/master/doc/markdown/logging.md>`_.
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`doctest: Logging macros <https://github.com/doctest/doctest/blob/master/doc/markdown/logging.md>`_.
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Testing failure paths
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~~~~~~~~~~~~~~~~~~~~~

contributing/development/editor/creating_icons.rst

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If the user has configured their editor to use a light theme, Godot will
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`set of predefined color mappings <https://github.com/godotengine/godot/blob/4.0.2-stable/editor/editor_themes.cpp#L60-L160>`__.
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`set of predefined color mappings <https://github.com/godotengine/godot/blob/master/editor/themes/editor_color_map.cpp>`__.
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This is to ensure the icon always displays with a sufficient contrast rate.
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Try to restrict your icon's color palette to colors found in the list above.
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Otherwise, your icon may become difficult to read on a light background.
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.. _docs_contribution_checklist:
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Documentation contribution checklist
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====================================
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This page is a summary of the guidelines to follow when contributing to the
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documentation. Before you press that **Create pull request** button on GitHub,
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read over this list to double check if you missed anything.
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You don't need to read all the guidelines here in order to start contributing.
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If you do miss something, it will be pointed out during review. However,
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following the guidelines you are aware of as best you can will help speed up the
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review process.
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Writing style
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-------------
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:ref:`See here. <doc_docs_writing_guidelines_clear_english_rules>`
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- Use the active voice.
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- Use precise action verbs.
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- Avoid verbs that end in -ing.
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- Remove unnecessary adverbs and adjectives.
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- Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and however.
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- Use explicit references.
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- Use 's to show possession.
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- Use the Oxford comma.
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Code examples
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-------------
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- Use dynamic typing. :ref:`See here. <doc_docs_writing_guidelines_dynamic_typing>`
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- Use real, practical examples. Avoid ``foo`` / ``bar`` examples. :ref:`See here. <doc_docs_writing_guidelines_real_world_code_example>`
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Manual style and formatting
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---------------------------
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- Use common vocabulary for the editor interface. :ref:`See here. <doc_docs_writing_guidelines_common_vocabulary>`
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- Use ``:kbd:`` for keyboard shortcuts. :ref:`See here. <doc_docs_writing_guidelines_keyboard_shortcuts>`
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- Literals use ``code style``. :ref:`See here. <doc_docs_writing_guidelines_literals>`
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- Classes link to the class reference once, then use ``ClassName`` for the rest
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of the page.
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Methods and properties link to the class ref once, then use ``PropertyName``
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for the rest of the page. :ref:`See here. <doc_docs_writing_guidelines_class_properties_methods>`
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- Editor UI, like menus, windows, and editor navigation paths, use
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``Bold Style``. :ref:`See here. <doc_docs_writing_guidelines_editor_ui>`
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- Link to project settings when referencing them. :ref:`See here. <doc_docs_writing_guidelines_project_settings>`
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- Text is manually wrapped to 80-100 characters. :ref:`See here. <doc_docs_writing_guidelines_manually_wrapping_lines>`
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- No trailing whitespace at the end of lines.
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- Most of the time, avoid mentioning a specific Godot version. :ref:`See here. <doc_docs_writing_guidelines_specific_version>`
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Images and videos
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-----------------
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- New (and updated) images are in WebP format. :ref:`See here. <doc_docs_image_guidelines_format_conversion>`
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- Editor screenshots are cropped. :ref:`See here. <doc_docs_image_guidelines_cropping>`
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- Images larger than 1080p or 300kb are scaled down. :ref:`See here. <doc_docs_image_guidelines_scaling_down>`
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- Outlines in images use ``fffb44`` yellow. :ref:`See here. <doc_docs_image_guidelines_outlines>`
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- Videos use the ``:autoplay:``, ``:loop:``, and ``:muted:`` tags. :ref:`See here. <doc_docs_image_guidelines_videos>`
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GitHub
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------
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- The PR title starts with a word like ``Fix``, ``Add``, ``Update``,
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``Clarify``, or ``Improve``.
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- If the PR closes an issue, link to the issue with one of GitHub's
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`keywords <https://docs.github.com/en/get-started/writing-on-github/working-with-advanced-formatting/using-keywords-in-issues-and-pull-requests>`__:
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``closes``, ``fixes``, or ``resolves``, in the text of the PR.
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- Ideally, PR contains a single commit. However, multiple commits can be
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:ref:`squashed <doc_pr_workflow_rebase>` later.
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