Refactor ScriptEditor and ScriptTextEditor with added method to retrieve the script editor's TextEdit control.
Update
doc/classes/ScriptEditor.xml
script_editor_plugin.cpp
script_editor_plugin.h
script_text_editor.cpp
script_text_editor.h
The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Auto`: choose how to run the project based on the device screen size
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
The `InputEvent` class currently supports the `pressed` and `released` states, which given the binary nature, is represented by a `bool` field.
This commit introduced the `CANCELED` state, which signals that an ongoing input event has been canceled.
To represent all the states, the `InputEventState` enum is added and the `InputEvent` logic is refactored accordingly.
When enabled, this scales the editor icons to improve usability on touchscreen devices.
In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
Adds optional hierarchical culling to the 2D rendering (within VisualServer).
Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
The bound Rect2 was previously incorrect because bone transforms need to be applied to verts in bone space, rather than local space. This was previously resulting in skinned Polygon2Ds being incorrectly culled.
Large groups of similar rects can be processed more efficiently using the MultiRect command. Processing common to the group can be done as a one off, instead of per rect.
Adds the new API to VisualServerCanvas, and uses the new functionality from Font, BitmapFont, DynamicFont and TileMap, via the VisualServerCanvasHelper class.
NetworkedMultiplayerPeerENet emits peer_connected and peer_disconnected
on both the client and the server:
6fed1ffa31/modules/enet/networked_multiplayer_enet.cpp (L268)
When trying to implement `NetworkedMultiplayerCustom`, I followed the
documentation and only emitted this signal on the server.
I ended up getting errors like:
```
Invalid packet received. Unabled to find requested cached node
```
While I didn't check other peer implementations, it seems that emitting
on both the client and server is required.
I copied the wording from the `master` branch documentation.
Here's some output from a test program with all the signals connected:
```
1948301815 got multiplayer.network_peer_connected from 1
1948301815 got peer.peer_connected from 1
1948301815 got multiplayer.connected_to_server
1948301815 got peer.connection_succeeded
1413532890 got multiplayer.network_peer_connected from 1
1413532890 got peer.peer_connected from 1
1413532890 got multiplayer.connected_to_server
1413532890 got peer.connection_succeeded
1 got multiplayer.network_peer_connected from 1413532890
1 got peer.peer_connected from 1413532890
1 got multiplayer.network_peer_connected from 1948301815
1 got peer.peer_connected from 1948301815
1413532890 got multiplayer.network_peer_connected from 1948301815
1413532890 got peer.peer_connected from 1948301815
1948301815 got multiplayer.network_peer_connected from 1413532890
1948301815 got peer.peer_connected from 1413532890
1 got multiplayer.network_peer_disconnected from 1948301815
1 got peer.peer_disconnected from 1948301815
1413532890 got multiplayer.network_peer_disconnected from 1948301815
1413532890 got peer.peer_disconnected from 1948301815
1 got multiplayer.network_peer_disconnected from 1413532890
1 got peer.peer_disconnected from 1413532890
```
Replaces iOS gesture with touch implementation
Fixes#66422
Remove godot_view_gesture_recognizer
It's now unused.
Remove input_devices/pointing/ios/touch_delay
Unused with removal of gesture.
Remove unused methods from interface
Implementation made obsolete in prior commit
Style conformance
The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.
Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.
(cherry picked from commit 4a991887bf)
This also harmonizes the server code to be consistent with Linux desktop
(with warnings printed for relative XDG paths).
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Add a comment in the link to the Dodge The Creeps demo too. That demo only uses
particles for one thing (to leave a trail when the player moves), they're not
interacting with anything else in the demo; it took me a bit of searching to
find where they were used.
(cherry picked from commit 6db9752f23)
The position (left/right) of the Cancel and OK buttons in AcceptDialog
are DisplayServer specific, as Windows uses OK/Cancel and macOS uses Cancel/OK.
Linux/X11 currently uses the macOS convention which is also the GTK+/GNOME one,
though it's not consistent with Qt/KDE applications which follow the Windows
convention.
Since that can't satisfy everyone, it's best if it's configurable also for the
editor (it's already configurable for the project).
Fixes#59379.
(cherry picked from commit 9bb05de89f)