Instead of editing the placeholder permissions actually write new ones.
This should solve the privacy statement problems for the Play store.
This means we also no longer need to placeholder permissions in the
template.
(cherry picked from commit 2a126242dd)
- Add option to print MSBuild's stdout and stderr instead of redirecting it. This can be enabled by setting the environment variable: Godot_DEBUG_MSBUILD=1
(cherry picked from commit 25f10b3c40)
This reverts commits 28ab60422d
and 7821b70a00.
Fixes#19576, and likely the fact that subresources are no
longer saved when saving scenes with no change.
(cherry picked from commit 5d7f9f804a)
Before this change, missing User-Agent and Accept headers were automatically
added on all platforms. Setting the User-Agent header forces the browser to
do a CORS preflight (see 1) which fails if the HTTP endpoint is not
configured appropriate. It's not neccesary to set either header as the
browser sets them and so this commit disables that functionality on the JS
target.
1: https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS#Simple_requests
(cherry picked from commit 8a4dccc4ce)
- Fixed bad size check
- Fixed bad member initialization
- Removed unused cell_size (Bullet expects us to use localScaling)
- Accept precomputed min/max height, will be calculated if not provided
(cherry picked from commit a66e1af168)
New contributors added to AUTHORS:
@Nallebeorn, @ibrahn, @KellyThomas, @ShyRed
Thanks to all contributors and donors for making Godot possible!
[ci skip]
(cherry picked from commit a18fe06773)
This fixes the problem that `SynchronizationContext.Current` would be null
during the call to `_EnterTree`, `_Ready` and the first call to `_Process` thus
the task continuations would be scheduled outside the main thread, which is unexpected and might lead to crashes.
With this change, task continuations are scheduled always on the main thread and so async/await can be used without any explicit synchronization, which is what is expected.
Fixes#18849
(cherry picked from commit f25240cfe6)
- Set (Csc/Vbc/Fsc)ToolExe environment variables to point to the batch files in Mono's bin directory when building with Mono's MSBuild.
- Set Mono's MSBuild as the default build tool on Windows.
- Generate projects with portable DebugType instead of full.
(cherry picked from commit 01397a10d9)
No longer printed when using using placeholder script instances (for non-tool scripts in the editor).
Print different error if the project assembly is not loaded
(cherry picked from commit c8945fe7d8)
Added documentation for procedural sky
added documentation for procedural sky
added documentation for procedural sky
(cherry picked from commit 6711691d10)
Adds keywords to the autocomplete prediction in GDScript so
they are not replaced by irrelevant predictions.
Fixes: #5972
(cherry picked from commit 6e32157a65)
Fixes#18636, so now LinkButtons (like those in the asset store) will change font colour to remain visible in any engine theme, just like Labels etc
(cherry picked from commit c364a1278e)
Editing the `Text` property through the editor causes a wrong
placement of the placeholder, as it calls `LineEdit::clear_internal`,
which was wrongly reseting the cached placeholder width.
Fix#18184.
(cherry picked from commit c17de1f70f)
Not considering a paste operation as a complex one ends up
adding an unneeded extra step when pasting over a selection.
This fixes issue #18325
(cherry picked from commit b09e0454bb)
The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
(cherry picked from commit 9149b11973)
PR #18675 (commit 96301e9) revealed a problem with how iOS lifecycle
callbacks were handled by Godot. Before that PR it was possible to get
NOTIFICATION_WM_FOCUS_IN callback without getting the corresponding
NOTIFICATION_WM_FOCUS_OUT. That commit added a flag to ensure they are
always coupled, but now there is an issue when, for example, you open a
notification panel on iOS without moving the app to background.
It resulted in view.stopAnimation being called without the
corresponding startAnimation when the app moves to foreground again, so
it looked like the game hanged.
I changed focus out notification to be sent in applicationWillResignActive,
because it makes more sense than to do it in applicationDidEnterBackground,
because it is always called in pair with applicationDidBecomeActive, where
focus in is sent. applicationDidEnterBackground may not come under
circumstances that are now described as a comment in code.
(cherry picked from commit 08a924bcee)
When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
(cherry picked from commit 96301e934d)
It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor.
Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor.
This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor.
(cherry picked from commit bc1522e268)
An error in unix file IO was causing crashes when getting the size of a file larger than max integer size
As ftell returns a long the fix is trivial
(cherry picked from commit 8a7840a304)
New contributor added to AUTHORS:
@mysticfall
Thanks to all contributors and donors for making Godot possible!
[ci skip]
(cherry picked from commit bd54ff78d9)
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
This hasn't made it into master yet but is important for mono support.
If this turns out to be the wrong call we'll revert and merge whatever
next version of this becomes available.
Add debug flag to the 'Export PCK/ZIP' option
Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback
(cherry picked from commit 68b35de2b6)
Added a one-liner to update the Create button disabled state when
selecting an item from the search results list.
Fixes#17265, long live the Realm!
(cherry picked from commit 68a4241131)
Previously this would not explicitly say the export failed.
Sure you might see another error somewhere,
but that's not very reliable/obvious.
(cherry picked from commit 4954982b95)
Works both for the editor and games.
Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
(cherry picked from commit 10fa69285c)
- Make enums have an unique signature name of int. This means that when generating internal methods, there is no difference between different enums types nor between enums and int. This way enums can re-use internal methods.
- Make type resolver fallback to int if a type is not found and it's an enum.
(cherry picked from commit fbc808012f)
Print this error only when trying to instantiate the script. This way we prevent errors being printed for source files which are not meant to be used as scripts.
(cherry picked from commit f8ce412560)
Input source types are not pure bit flags, they are combinations of
flags, so != 0 check was incorrect and resulted in crashes later, when
trying to obtain the device.
(cherry picked from commit 5dffa506dc)
e is referred to as Euler’s number, so technically the MATH_EXP description in VisualScript doc was not incorrect, though could potentially lead to confusion.
e is different from Euler’s constant however, making the existing GDScript exp & VisualScriptMathConstant descriptions nvalid.
(cherry picked from commit b6b8c7b215)
ItemList needs to check against the number of items available when the user moves the selection via "ui_right" action.
(cherry picked from commit cbcb96ae85)
Letting users of `PopupMenu` use them. `OptionButton` was one of those interested and is updated in this commit.
Fixes#18063.
(cherry picked from commit b964a9e678)
They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.
`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.
Keeping check in the name adds an additional clue about these facts.
Closes#13055.
(cherry picked from commit ab3b1d9f3e)
For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes.
Fixes#17808.
(cherry picked from commit d8765dd103)
fixes#17325.
The bone pose transform was created by setting the rotation and
**then** scaling the transform. This leads to object "deformation"
that's not intended.
(cherry picked from commit 4303fbca5a)
Since create_outline can only make outline for PRIMITIVE_TRIANGLES,
when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create
outline, will leave `arrays` empty, and crash when it is being indexed
for "indices" subarray.
This PR shows error when there's only one surface and it is not
TRIANGLES. Also prevent the crash if it has more than one surface
and none of them are TRIANGLES (and any other cases that could leave
`arrays` empty) by checking the size of `arrays` == 8 before indexing
it, since the method seems to expect `arrays` to be of that size.
(cherry picked from commit a492d22952)
It is possible that input comes before the engine is fully initialized.
This fixes the crashes that ocurred when that happens.
(cherry picked from commit 995724b762)
Fixes#16923. I'm not a fan of the special case for scripts in editor_node.cpp, but in any case,
I made it so it wouldn't make the external editor to re-open just because we switched scenes.
(cherry picked from commit f5147befb6)
When `p_points.size() > p_colors.size()`, it crashed with invalid
array access to `p_colors`. Also, when `p_colors` was an empty
`Vector` it crashed due a missing `else` checking the `size`
condition, as the code handling that special case exists.
This PR fixes the missing `else` for `p_colors.size == 0` and,
following the `canvas_item_add_multiline` spirit, it only uses the
first color for the whole polyline if points and colors differ in
size.
Fix#17621.
(cherry picked from commit 8eedb2afe2)
Font update after resize relies on the viewport size which was updated
after the font was already refreshed, which resulted in artifacts when
it was rendered into the actual/new viewport size.
Fixes#15173.
(cherry picked from commit 47747718d6)
When adding a directory path to the inventory of the pack, an empty file name was being added to the file list. That made `Directory.get_ntext()` signal end-of-list too early so that files in a subdirectory were missed.
Fixes#15801.
Helps with #16798.
(cherry picked from commit 536611704a)
This PR fixes the code to avoid saving default environment every time
the project is run whitin the editor.
Should fix#17727. Sorry for the troubles!
(cherry picked from commit 7821b70a00)
When `_save_all_scenes` or `save_resource_in_path` was called, they
always saved all the scenes and the resource no matter if they were
modified or not. For example, when `saving before run` option was
checked, it always overwrote the current scene and the default
environment simply by opening and runing the project.
This PR adds checks for unsaved scenes (using the same `unsave` check
others method used) and modified resources (comparing last modified
time and last import time).
Fix#6025.
(cherry picked from commit 28ab60422d)
As `KEY_F3` was used both for changing to script editor window and, in
the script editor, for finding the next result in the last search, and
the key event is **not** consumed, the resulting behaviour was similar
to press `F3` twice, first to change to script editor and second to
find the next result of a previous search.
This PR sets the `key_pressed` status of `InputEvent` to `false` if
this event is responsible of an editor change, simulating the
consumption of the event.
Fix#17334
(cherry picked from commit 8939f44f6a)
Add a new function to check action names, `_validate_action_name`, in
the spirit of `_valprop`. Offending characters include non-printable
ascii, and `\/=:"`. Also set only one text for the UI message.
(cherry picked from commit da6c07698f)
Now the action name is quoted if it contains spaces. Also, quotation
mark (") is added to the forbidden character list for action names, as
it was also a bug.
Fix#17322
(cherry picked from commit ea94a82596)
Make TileMap monitor its TileSet for changes and emit a signal when the TileSet changes. This makes the editor update and show the updated version of the TileSet.
(cherry picked from commit 67f4944a21)
Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.
Fix#17364.
(cherry picked from commit 7991bd168d)
If you change the type of an existing node, it checks if you have
modified the initial value of their properties before overwriting
their values in the new node.
For example, if you created a `Label` and changed it to
`LineEdit`, the `mouse_filter` property was created as `Ignore`
for the original `Label` node, and was maintained after changing
it to `LineEdit` causing not to work as expected. Now it checks if
`Ignore` is the default value for `Label` nodes, and as it is, the
property value is left unchanged, maintaining the default value
for `LineEdit`, which is `Stop`.
Fix#13955 and alike.
(cherry picked from commit 8ea4ea0d53)
- Setup runtime main args during initialization. This must be done manually by embedders who do not call mono_runtime_run_main. Fixes NullReferenceException in System.Environment.
- Continue to search the assembly in the rest of the search locations if loading it from one of them failed.
(cherry picked from commit fa1d656af4)
Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes#12483
(cherry picked from commit 700d07cf7c)
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
(cherry picked from commit ff97c97c93)
If you had a tree like Node2D->Sprite->Camera2D and you write a
code like $Node2D/Spr and chose the autocompletion sugested
Node2D/Sprite, the resulting string was $Node2D/Node2D/Sprite
instead $Node2D/Sprite. If you chose Node2D/Sprite/Camera2D, then
you ended with $Node2D/Node2D/Sprite/Camera2D.
Fix#15813.
(cherry picked from commit 95f186b621)
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.
This commit:
- Adds OS::get_window_safe_area method that returns unobscured area of
the window, where interactive controls should be rendered.
- Reorganizes how launch screens are exported - the previous way was
incorrect and modern iPhones did not pick up the correct screens and
because of that used a non-native resolution to render the game.
- Adds launch screen options for iPhone X.
- Makes launch screens optional in the export template. If not
specified, a white screen will be used.
- Adds App Store icon (1024x1024) export option as it now has to be
bundled with the app instead of being provided in iTunes Connect.
- Fixes crash when launching games in iOS Simulator. It happened because
controllerWasConnected callback came before the engine was
initialized. Now in such case the controllers will be queued up and
registered after initialization is done.
- Fixes issue with the virtual keyboard where for some reason
autocorrection panel would intersect with the keyboard itself and not
allow you to use the top row of the keyboard. This is fixed by
disabling autocorrection altogether.
Closes#17358. Fixes#17428. Fixes#17331.
(cherry picked from commit 1d9a3a9b1c)
Saves asset md5sum's in a file that doesn't contain data that needs to be VC'd
Now saves the md5s to a different file (.import.md5)
Now reads the md5's from a separate file
Now uses a file in the .import folder to store md5s
(cherry picked from commit 030b59502f)
This fixes the problem described in #13996 in a proper way.
This also adds "deadzone" property to ScrollContainer. It can be used
on mobile, where taps are not as precise as mouse clicks. Player could
slightly move their finger when tapping, in which case we still want
the button to be pressed rather than the container to be scrolled.
(cherry picked from commit dcf5be92a3)
(cherry picked from commit 1fc85b87bd)
The original commit's message said "percent-encoding" because it was fixing the same code under a different method name. That rename was reverted but the fix was and is still relevant.
The cache and progress logic assumed the 'env' to be defined,
but it is only when the selected platform is in the supported list.
Fixes#17497.
(cherry picked from commit a44f9ca545)
When importing non-valid OGG Vorbis audio files, now the filesystem
navigation tree shows the correct sad red-face icon, as it does with
non-valid PNG, JPG or WAV files.
Fix#9793.
(cherry picked from commit a8d37de461)
Update of libwebm.
Up-to-date version of libwebm contains several bugfixes that allow playback of files that would crash Godot otherwise.
(cherry picked from commit e71f109910)
I had a grid container and tried to set rect.min_height larger in the
editor; that caused an infinite loop in GridContainer::_notification
at line 118. The reason is max_index was being set to the *height* of
the row, not the *index* of the row. So later when it tried to erase
that row and try again, there was nothing to erase.
I applied the same fix to the width code.
(cherry picked from commit 561e57df13)
- Editor font hinting can now be tweaked in the Editor Settings.
- DynamicFonts used in projects now have tweakable hinting settings
in their DynamicFontData child. Changes will be visible upon
reloading the scene in the editor.
(cherry picked from commit c1544c12ef)
Fix basic function and interference of touch pad pan with mesh tile delete (shift + right click on touch pad) in grid map editor (fix 16524)
(cherry picked from commit b90810ce8e)
Previously this option seemed to be the sole responsible for enabling
physics processing in Viewport, while several other features like
tooltips and debugging collision hints rely on it.
All this logic is moved to internal processing (it's incorrect to let
it be affected by users disabling physics/idle processing), and disabling
physics object picking no longer affects the internal physics processing.
Fixes#17001.
(cherry picked from commit ce7da2c7d6)
New contributors added as AUTHORS:
@mrcdk, @binbitten, @paulloz, @PJB3005
New Gold sponsor: Skirmish <https://skirmish.io>
Thanks and welcome! :)
[ci skip]
(cherry picked from commit 741af0652d)
It is possible to try to add an invalid object as a navmesh through
GDScript which results in an engine crash. This creates a debug message
that should help the user figure out what's wrong.
(cherry picked from commit 555eebf3f4)
This reverts commit c04d868476.
This caused a regression when trying to close the typing suggestion.
Reverting this for now until a better implementation for this behavior
gets made.
Since the file in the filepath is irrelevant when setting the file
as built-in, changes have been made to allow setting to built-in
even if the file in the path exists.
Fixes#16425
(cherry picked from commit 1fdb8251d2)
set_pause can be called before the driver is initialized, and there
already is a check for that. The problem is that the 'active' field
was not initialied in the constructor, which lead to it having an
undefined value.
(cherry picked from commit c10749d51f)
- Bundle with mscorlib.dll to avoid compatibilities issues
- Add build option 'mono_assemblies_output_dir' to specify the output directory where the assemblies will be copied to. '#bin' by default.
(cherry picked from commit a45697d8df)
"_signals" and "signals_invalidated" were moved out of the
"TOOLS_ENABLED" directive. Updated also the two "update_signals" and
"_update_signals" methods so it makes sense.
(cherry picked from commit 3c7d9001bc)
After 3f8a4cc719 trying to run an
individual scene on a project without a main scene fails. We move the
check until after we've determined whether or not we're trying to run an
individual scene.
We also stop trying to show the project manager if any game pack is
found at all, unless the user explicitly asks for the project manager to
be shown.
(cherry picked from commit b4215c991a)
This contains the list of built-in gdscript functions. Mostly math functions and other utilities. Everything else is expanded by objects.
List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.)
</description>
<tutorials>
</tutorials>
@ -326,7 +326,8 @@
<argumentindex="0"name="s"type="float">
</argument>
<description>
Raises the Euler's constant [b]e[/b] to the power of [code]s[/code] and returns it. [b]e[/b] has an approximate value of 2.71828.
The natural exponential function. It raises the mathematical constant [b]e[/b] to the power of [code]s[/code] and returns it.
The ARVR Anchor point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
Find an interface by its name. Say that you're making a game that uses specific capabilities of an AR/VR platform you can find the interface for that platform by name and initialize it.
</description>
</method>
<methodname="get_hmd_transform">
<returntype="Transform">
</return>
<description>
</description>
</method>
<methodname="get_interface"qualifiers="const">
<returntype="ARVRInterface">
</return>
@ -59,6 +65,30 @@
Returns a list of available interfaces with both id and name of the interface.
Adds a button with label [i]text[/i] and a custom [i]action[/i] to the dialog and returns the created button. [i]action[/i] will be passed to the [custom_action] signal when pressed.
Adds a button with label [i]text[/i] and a custom [i]action[/i] to the dialog and returns the created button. [i]action[/i] will be passed to the [signal custom_action] signal when pressed.
If [code]true[/code], [i]right[/i] will place the button to the right of any sibling buttons. Default value: [code]false[/code].
Play the animation with key [code]name[/code]. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the
animation backwards.
Play the animation with key [code]name[/code]. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards.
Sort the array using natural order and return reference to the array.
Sort the array using natural order.
</description>
</method>
<methodname="sort_custom">
@ -283,7 +283,7 @@
<argumentindex="1"name="func"type="String">
</argument>
<description>
Sort the array using a custom method and return reference to the array. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return true if the first argument is less than the second, and return false otherwise. Note: you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
Sort the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return true if the first argument is less than the second, and return false otherwise. Note: you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
Create a new surface ([method get_surface_count] that will become surf_idx for this.
Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles).
Creates a new surface.
Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. See [Mesh] for details. (As a note, when using indices, it is recommended to only use points, lines or triangles). [method get_surface_count] will become the surf_idx for this new surface.
The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [code]ARRAY_INDEX[/code] if it is used.
Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices.
Godot uses clockwise winding order for front faces of triangle primitive modes.
</description>
</method>
<methodname="center_geometry">
@ -88,7 +91,7 @@
<argumentindex="0"name="surf_idx"type="int">
</argument>
<description>
Return the length in indices of the index array in the requested surface (see [method add_surface]).
Return the length in indices of the index array in the requested surface (see [method add_surface_from_arrays]).
Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size.
[Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.
For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.
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