- Separate editor interface and property translations.
- Add property translation in TranslationServer.
- The split and merge of the POT/PO/Makefiles and extract scripts is done
directly in godot-editor-l10n, the files will be removed in the next commit.
- Remove the hardcoded "to_include" lists from the SCsub, we'll only commit the
files which are ready to inclue.
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).
Fixes#59899
* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Toggling the keying state does not significantly change the structure
of the inspector. So it's ok to propagate the keying state and then
use `queue_redraw()` to update the keying icon.
`EditorInspector::update_tree` is expensive, so defer the call to the process phase
to prevent multiple calls in a single frame (when switching scene tabs).
In `EditorProperty::update_revert_and_pin_status`, if `checkable` is `true`, update `checked` based on the variant type of the value, and rename the function as `EditorProperty::update_editor_property_status`.
**Known problems:**
1. Unable to check Checkbox for properties of type `Object` when it is unchecked. This is probably because during value store/fetch, the `nullptr` (variant type is `Variant::OBJECT`) eventually becomes `Variant()` (variant type is `Variant::NIL`).
2. For theme overrides, click the revert icon will uncheck the Checkbox. This is probably because `EditorPropertyRevert::get_property_revert_value` returns `Variant()`.
Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).