The validation logic for Min Sdk and Target Sdk was flawed as it triggers
errors for users not using Custom Build even if they never modified the
values themselves.
The default values for those settings get saved in `export_presets.cfg` and
thus the error gets triggered when moving from 3.4.4 or earlier to 3.4.5, as
the target SDK changed from 30 to 31.
So instead we just show a warning to make users aware of this non-default
Min Sdk or mostly Target Sdk that might be in their preset.
We also warn when they do use Custom Build as the target SDK 30 would likely
still be an upgrade issue and not an intentional choice, especially given
that Google Play will now require SDK 31.
The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.
The valid range for both options is no longer limited to Godot's own default
target SDK, but can accept higher values (they are not guaranteed to work,
but they might).
To be able to display warning, the relevant code is backported from 30ee208bd.
Fixes#62465 without breaking compatibility for 3.4.5.
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
This makes property casing consistent with the editor.
If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
(cherry picked from commit 854f328517)
- Display the scene name, then the project name, then "Godot Engine".
- Display the "modified" mark before anytihng else.
Both of these changes ensure important, project-specific elements
can always be seen in the task bar which may truncate strings due to
its low per-item width.
- Use "Unnamed Project" if the project has no name (similar to the
Project Manager).
* Make Undo/Redo menu items disabled when clicking it does nothing.
* Context menu of `TextEdit`
* Context menu of `LineEdit`
* Editor's Scene menu
* Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.
They also work outside the portal system.
Updating continuously should only be enabled for troubleshooting
purposes, as it uses a lot of CPU/GPU power.
The update spinner is now displayed in red when the Update Continuously
editor setting is enabled.
(cherry picked from commit a97c5b50db)
Allows users to have the RoomManager as the roomlist.
Fixes a couple of bugs dealing with situations where users attempt to link Portals to Rooms outside the roomlist.
Adds a PortalEditorPlugin allowing you to flip individual portals.
* 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 6639cc9853)
This performs a Ctrl + S action every time the editor window loses focus,
saving both scenes and scripts as needed.
(cherry picked from commit f10c30a9ed)
When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
(cherry picked from commit 293550f56a)
Using the smallest dimension of the width and height makes it possible
to support both landscape and portrait monitors.
(cherry picked from commit 728fa3ff71)
EditorSettings: Factor code to compute auto display scale
Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
(cherry picked from commit f862f9a056)
inform user in warning message
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Refactor remove plugin from enabled
(cherry picked from commit 2bae31a4df)
- Tweak the dialog messages to be more informative.
- The "Saved N modified resources" dialog is not a warning per se,
so make it more explicit.
(cherry picked from commit 39f9b92f54)
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
(cherry picked from commit ce4aa07276)
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.