Bartłomiej T. Listwon (1): Don't ignore the type mismatch in setter function Benjamin Armstrong (1): Clarify how 'audio/driver/output_latency' project setting works Brian Semrau (1): Prevent obj importer from printing misleading error Clay John (1): Update CanvasItem when MultiMesh instance transform changes David Sichma (1): Fixed pre-commit-black file extensions Fabio Alessandrelli (3): [HTML5] Call glGetBufferSubData directly from C++. [HTML5] Fix input not focusing canvas. [HTML5] Add checks to Gamepad API events. Fredia Huya-Kouadio (1): Add support for OpenXR export configurations. Gergely Kis (1): Fix debug build for iphone Giwayume (2): Fix texture atlas generation when source sprite is larger than generated atlas Fix edge case where 1px cut off from right of image Haoyu Qiu (3): Allow toggle TextEdit bookmark gutter Fix Theme Editor crash when clicking the element picker Fix crash when executing PackedDataContainer._iter_init Hugo Locurcio (8): Print the number of PulseAudio input channels when in verbose mode Remove hash symbol in front of opcode error messages in GDScript Swap rest pose actions in the Skeleton2D editor Fix outdated SCons macOS build message Improve the GIProbe and BakedLightmap class documentation Document low performance when using `SurfaceTool.append_from()` in thread Print a warning with unknown SCons variables to ease troubleshooting Document the engine's use of internal groups in Node Ibrahn Sahir (1): AudioDriverPulseAudio: move Vector Cow access outside tight loop. Ignacio Etcheverry (1): C#: Don't use ActivityThread to determine Android nativeLibraryDir Josh Jones (1): Fix request headers being included in response. Julian Adamse (1): Fix the volume calculation for cylinders Kongfa Waroros (1): Fix little typos in 3.x doc Lenny Critchley (1): Add error condition for Control EXIT_TREE notif Marcel Admiraal (1): Fix Android `get_screen_orientation()` not returning valid values Mark Riedesel (1): Fix glTF cubic spline track interpolation incorrectly reporting times/values size mismatch (3.4 specific) Omar El Sheikh (1): Fix Vertex Attribute Specification Octahedral PouleyKetchoupp (4): Expose intersect_point in 3D physics server Fix errors in KinematicBody when floor is destroyed or removed Fix test_move reporting collision when touching another body Fix physics BVH pairing for teleported or fast moving objects Ryan Roden-Corrent (1): Clamp rotation for up/down orbiting shortcuts. Rémi Verschelde (11): Bump version to 3.4.1-rc CI: Change BASE_BRANCH to 3.4 doc: Remove obsolete files GDScript: Support multiline indexing with `[]` Rect2: Clarify docs for `has_point` excluding bottom and right borders Modules: Make sure to include `modules_enabled.gen.h` where needed i18n: Sync editor translations with Weblate i18n: Sync classref translations with Weblate certs: Sync with Mozilla bundle as of Nov 1, 2021 libogg: Update to upstream 1.3.5 libvorbis: Sync with upstream 1.3.7 Tomasz Chabora (8): Fix editor saving blank scenes (for real) Mention how to add margins to Button's icon Fix TileSet editor workspace breaking Show tooltips even when paused or time_scale is 0 Improved some editor checkboxes Clarify get_indexed in relation to Nodes Mention that replace_by doesn't free the node Correct the doc about ease() Will Jordan (1): Fix crash on macOS (AS) when dualshock4 is removed boruok (1): fixed typo in NavigationPolygon doc bruvzg (4): [macOS] Enable multithreaded OpenGL engine flag when using multithreaded VisualServer. [Export] Read and ZIP project files in 16K chunks instead of reading the whole file at once. [iOS export] Capture and display xcodebuild output. Add Input.is_physical_key_pressed method. jitspoe (1): Fix crash when exporting gltf mesh that has no skin. kleonc (1): TileSetEditor Fix selecting next/previous subtile lawnjelly (4): Portals - Allow user to set roaming expansion margin BVH - fix typename compiler warning BVH - detect shrinkage within expanded bounds BVH - add option for expanded AABBs in leaves robfram (2): Fix particles emitting at old location Only visible TileMaps should add light occluders