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Cherry-picks for the 3.x branch (future 3.4) - 12th batch #50642
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While there are still various bugs to solve and features to implement, the C# support as of Godot 3.4 is fairly mature and already used by a number of users in production. Now that we default to dotnet CLI as build tool, it also seems to be more reliable than MSBuild. The documentation can (and does for the most part) point out some caveats that users should be aware of, but this info dialog has outlived its intended purpose. (cherry picked from commit 671467b)
(cherry picked from commit 022a061)
(cherry picked from commit 3ca25ff)
* If not present, the dialog asks to load build sources from a file. * The export templates check now also verifies that build sources are installed and skips the template check. This makes Android development easier. (cherry picked from commit 6639cc9)
Sony PlayStation DualShock 4 (054c:05c4 first gen). Unofficial Switch controller. (cherry picked from commit 5717118)
…thods on WebRTCDataChannel (cherry picked from commit 756ed30)
Co-authored-by: CrispyPin <crispin@tasa.se> (cherry picked from commit 0098e92)
(cherry picked from commit 8c4cb53)
This fixes issue godotengine#50617 (cherry picked from commit ac5f3a6)
Removes the error message when the network peer is not valid and returns false instead. This makes it simpler to make games that are both on/offline by replacing server checks of ''' if is_instance_valid(get_tree().network_peer) and get_tree().is_network_server(): # Do server things ''' with ''' if get_tree().is_network_server(): # Do server things ''' Requires no changes to the docs because both the MultiplayerAPI and SceneTree docs don't mention the error. (cherry picked from commit 74379b1)
Fixes godotengine#50629. (cherry picked from commit d1b39f0)
(cherry picked from commit 7eec833)
(cherry picked from commit 2035992)
(cherry picked from commit cd7b255)
Synced with mdqinc/SDL_GameControllerDB@241fed0. (cherry picked from commit a986771)
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