When there is no selection, the camera will center around the
world origin.
This helps people get back to the world center if they haven't added
any nodes yet.
(cherry picked from commit fc055e1993)
When ctrl-clicking in the code editor, the view will now be centered on the function result.
Also replaces a circumstance where goto_line_centered should be used.
(cherry picked from commit 2b775bd698)
- Display a specific error message if the project doesn't have an
`export_presets.cfg` file.
- Display a list of detected export presets if an invalid export
preset name is supplied.
(cherry picked from commit 09f38ea215)
During the development of 3.3, internationalization features were added to allow arbitrary bone and node names.
However, doing so will break all references and existing animation clips for projects upgraded from 3.2
This adds an import setting, enabled by default, but disabled for newly generated .import files which restores the old behavior.
This makes it possible to see whether a scrollbar grabber is at the top
or at the bottom of a scrollbar. Also, if a scrollable area is very
large, this makes it easier to notice that the area can be scrolled
(since the grabber is proportionally very small).
The scrollbar grabbers were also made thicker and slightly more opaque
for better visibility, especially in peripheral vision.
(cherry picked from commit b60b6ddba4)
Its only purpose was to prevent importing CSV files as translations, but it
would still import them as *nothing*, leading to workflow issues.
This is now properly fixed with #47268 which allows disabling the import for
specific files.
(cherry picked from commit 7ed2220928)
* Removes error shown when file is in 'keep' mode
* Display a warning when attempting to open the file
* Closes#47296
(cherry picked from commit 4706297356)
The new CollisionObject gizmo used for custom shapes was used with
higher priority due to alphabetical order and was preventing physical
bones from being displayed in the editor.
Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.
Fixes#47127.
(cherry picked from commit 6770a9413b)