The previous code didn't take into account that templates directories
can have subdirectories like the mono templates have.
Also fix an unclosed dir handle.
Assigns a default value in VMap and HashMap when new keys are created using
the array operator so they are the same as the other Map classes.
The non const version of the array operator can be used for both assigning a
value and retrieving a writeable version. In the Map template classes the
assign version is being used to create new keys, but sometimes not assigning
a value when retrieving a writeable version.
This does not address the problem that the default value may not be the
correct one, and it does not address the problem that new keys probably
should not be created when the array operator is used. These problems will
be addressed in a separate commit.
As a result of commit b49226e085 FileAccess::open no longer returns ERR_CANT_OPEN if the file cannot be found/opened.
Instead check against ERR_FILE_NOT_FOUND or ERR_FILE_CANT_OPEN.
Since most browsers no longer allow making async requests from a page
loaded from `file://`, we now need a proper HTTP server to load the
exported HTML5 game.
This should also allow us to get the debugger to work over a WebSocket
connection.
EditorNode was not correctly setting the class memeber when creating the
theme, using a local variable instead.
Theme is now created before registering exporters (as they might need it).
- Move GDScript-exposed function definitions from header to source file
- Add null check to functions taking list pointers as parameters
- Call clear() in copy_theme() if null is passed
Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.