Add scene side discrete level of detail.
New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
Android devices will typically be powered from battery. This PR defaults the editor on Android to use `update_vital_only` mode, using as little power as possible, in order to conserve battery.
Also shows the update spinner by default, to emphasize that vital updates only is occurring, and allow easy switching out of the mode.
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".
Backported from #70885.
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)
Redo edited subresource (and resource) saving in a much more simplified way.
I think this should work (unless I am missing something) and be faster than what is there.
It should also supersede #55885.
I am not 100% entirely convinced that this approach works, but I think it should so please test.
(cherry picked from commit 9eb5f2a0d7)
Currently, with stay_in_script_editor_on_node_selected as On, inspector_only is forcibly set, and no editors from the node selected are displayed.
With this change, if the selected Node has a Main Editor, it's still not shown (the intended behaviour of the feature), but the sub-editors are shown, this correctly opens the AnimationPlayerEditor plugin and other sub-plugins.
Fixes and closes#63621.
(cherry picked from commit eaaedb24a3)
Selecting nodes in the Scene dock automatically switches to the relevant 2D
or 3D viewport. This behavior can be annoying while using the Script Editor
and wanting to inspect node properties, so it's now disabled by default when
the Script Editor is active.
This new behavior can be changed back to the previous auto-switching using
the `text_editor/navigation/stay_in_script_editor_on_node_selected` editor
setting.
(cherry picked from commit c4433c3793)
Add EditorAssetLibrary::is_available which always returns false in the
Web editor and use it in EditorNode for detection.
(cherry picked from commit 0e504e4191)
Instead of reusing the custom_template/ prefix which is actually only
used for the prebuilt APK workflow, we add a new custom_build/ prefix.
This is a slight compat breakage (users will have to redo their config)
but enables us to group the Min SDK and Target SDK options where they make
sense, and avoid reusing the previously hardcoded Target SDK 30 from
Godot 3.4.
Those two options are now strings instead of integers so that we can keep
them empty by default, and show their default value using a placeholder.
So some validation has been added to make sure they are proper ints.
The upper bound on Target SDK was also removed as it's a common use case
to use it to try to target newer released SDKs. But we warn the user that
this wasn't validated by us.
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.
Fixes#62465.
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.
This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.
GitHub doesn't allow CORS so we can't download assets from it.
There'd also be more work needed for the Asset Library plugin to be
usable in the Web editor even if that was supported.
(cherry picked from commit 42b48496de)
This replaces the existing "chainlink" instance icon that was
used for external links. That icon is still used for scene instancing.
The icon was designed by redlamp.
Co-authored-by: Taylor Wright <taylor@redlamp.org>
(cherry picked from commit 5626d026d8)
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.
Co-authored-by: thebestnom <shoval.arad@gmail.com>