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3.6.x #20
Commits on Sep 8, 2024
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Bump version to 3.6-stable \o/
At long last, after 2 years of development, Godot 3.6 is finally out! Developing it in parallel to the 4.x branch proved to be a challenge, as eventually I (Rémi) hardly had any time to focus on it. Thankfully lawnjelly picked up the torch, both on the feature dev side (most new rendering features are his work) but now also as release manager for 3.x. For anyone still using Godot 3.5 for their released or soon-to-be published titles, upgrading to 3.6 should bring a lot of bug fixes, as well as a number of useful features and quality of life improvements.
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Commits on Sep 11, 2024
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Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb). (cherry picked from commit 81064cc)
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Commits on Sep 12, 2024
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Object::call()
prevent debug lock accessing dangling pointerSelf deleting an object within a call was leading to crashes due to referencing freed memory, due to a raw pointer stored in the debug lock. Co-authored-by: RandomShaper <pedrojrulez@gmail.com>
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Merge pull request godotengine#96891 from timothyqiu/expression-perio…
…d-3.x [3.x] Fix parsing of `4.` in Expression
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Fixed issues relating to receiving an MSBuild warning/error that did …
…not refer to any file
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Merge pull request godotengine#96127 from RedOrbweaver/fix_msbuild_lo…
…gger_crash [3.x] Fix MSBuild logger exception thrown when processing a warning or an error with no associated file
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Merge pull request godotengine#96862 from lawnjelly/selfdestruct_corr…
…ectness [3.x] `Object::call()` prevent debug lock accessing dangling pointer
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Commits on Sep 13, 2024
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