Cleaning up remote NodePath cache is not trivial since the visibility
API allows for certain nodes to be despawned (and re-spawned) on some
peers while being retained in the authority.
This means that from the server point of view, the node has not changed,
and the path simplification protocol won't be run again after
respawning.
While we can track this information for synchronizers via the
replication API, we can't easily track this information for potential
child nodes that use RPCs (I'm convinced it is doable, but we need to
track the whole dependency tree which would require some more complex
refactoring).
This commit partially reverts some of the cache cleanup logic to always
retain remote IDs, and adds a NodePath lookup fallback when the ObjectID
is invalid.
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)
* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
It's possible that after sending a cached node reference (e.g. RPC or
static MultiplayerSynchronizer) the reference node is removed from tree
before the remote peer(s) can confirm the referenced path.
To better detect that case, and avoid spamming errors when it happens,
this commit modifies the multiplayer API caching protocol, to send the
received ID instead of the Node path when sending the confirmation
packet.
**This is a breaking change** because it makes the runtime multiplayer
protocol incompatible with previous versions of Godot.
Default shortcuts use the first or second letter of each word.
This also adds a new shortcut to toggle the last opened bottom panel.
On editor startup, this defaults to the first panel in the list
(which is the Output panel).
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
The auth implementation was treating any received packet as a remote
confirmation after the peer was confirmed locally.
It now correctly awaits for the remote confirmation packet before
admitting new peers.