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)
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)
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.
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
(cherry picked from commit 612ab4bbc6)
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
As spotted by @robfram, closes#15288.
Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
Previously command line export would go simultaneously with reimport,
which caused final package to either miss something or contain
outdated assets or perhaps even broken ones.
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
- Now it is usable from both `CanvasItem` and `Spatial` editors.
- `EditorPlugin` API changes:
- `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`.
- `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get.
- New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types.
- New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.