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[pull] master from godotengine:master #120
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PR #90993 needed to get rid of VMA_MEMORY_USAGE_AUTO_PREFER_HOST because we no longer used vmaCreateBuffer so we could specify the allocation callbacks. This however resulted in the wrong memory pool being chosen, causing signficant performance slowdown. Indicate additional preferred flags to help VMA select the proper pool. Fixes #101905
Allows a non-interpolated particle system to closely follow an interpolated target without tracking ahead of the target, by performing fixed timestep interpolation on the particle system global transform, and using this for emission. Co-authored-by: lawnjelly <[email protected]>
…scene-reset-scale Fix SceneTreeDock::_new_scene_from()'s reset_scale in 3D
Vulkan: Fix performance regression introduced in buffer creation
2D: Fix `CanvasTexture` rendering when updating channels
WebGL2: Fix 2D array textures with RGTC compression not rendering
Update Jolt Physics `BoxShape` to allow for zero-sized boxes
Fix wrong distance calculation in `NavMeshQueries3D::_query_task_build_path_corridor`
`TextureProgressBar` minimum size selection as maximum among all textures
`CPUParticles2D` - Add ability to follow physics interpolated target
…e-window-mode Disable Game Embedding in Single Window Mode
…ot-seed-randomization Fix `gpu_particles_2d` not randomizing seed when `set_one_shot` is called
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