This change introduces a new theme configuration struct to be
passed to the aforementioned routines to better control reuse
of styles and definitions in the generator.
Everything not passed and not explicitly shared is scoped so it
is not automatically accessible throughout the routine. This
should ensure that the decision to share styles is a conscious one.
In the future we will try to reduce the number of unique definitions
and share most of it. This PR is a stepping stone on this path.
This also puts the effort into separating redefinitions of
default theme items vs custom types introduced only by the editor.
In a few cases where editor-specific definitions need to reference
default definitions we simply fetch them from the theme. It's not
ideal and hides the dependency a bit, but hopefully these cases
will be abstracted properly in due time.
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.
This intends to be the correct way to handle non-child windows becoming covered by the current window when becoming focused.
Enabling this property on select windows, they will become transient to the currently focused one when becoming visible.
This deprecates the "unparent_when_invisible" function introduced by #76025.
This prevents visual discrepancies between desktop and mobile platforms
after switching rendering methods using this dropdown.
The restart dialog now displays which rendering methods will be used,
and the dropdown tooltip also lists caveats related to specific platforms.
This PR adds a new "--install-android-build-template" command-line option which causes the android build template to be installed before exporting the project.
- Add contexts to give a better sense of benchmarked areas.
- Add missing benchmarks and adjust some begin/end points.
- Clean up names.
- Improve Android's internal benchmarks in a similar manner.
Co-authored-by: Fredia Huya-Kouadio <fhuya@meta.com>
This removes the immediate confirmation dialog and insteads prints the
message to the editor log (and it also appears as a toast). The immediate dialog
is a devil's plaything, and it cannot be used in this scenario (if it can be used
anywhere at all). The condition that triggers the SUT can happen during any
attempt by the rendering server to read a mesh. This means it will conflict
with a number of editor processes, like loading, importing, preview
generation, export, CLI mode, etc.
So while this is less on the nose as far as informing users goes, it's also
our best option to use the log and the toaster.
This defers the update to a fresh restart of the editor (to ensure we aren't mid way through loading scenes anymore.
It also ensures that the popup can't be used by multiple threads at once
Co-authored-by: Yuri Sizov <yuris@humnom.net>
Assign bone_idx to GLTF importer to fix serialization.
Notifies Skeletons and BoneAttachments when reimporting.
Removes usage of NOTIFICATION_NODE_RECACHE_REQUESTED
- EditorNode has excessive and pointless checks for Input singleton.
- EditorNode initialization order is a bit awkward.
- OpenXR binds a method that doesn't need that (for call deferred).
- VideoStream has a formatting error.
- Enabling newly created addons can show a warning dialog, doing so before hiding the `ProjectSettingsEditor` dialog causes rendering glitches.
- Remove unused `PuginConfigDialog` in `EditorNode`. The one actually being used is an instance in `EditorPluginSettings`.
When creating a new scene, the scene tab will actually switch to the newly created one.
Also worth noting that switching scene tabs saves state (by `save_edited_scene_state`).
When trying New Scene again, the previously empty scene tab will be removed.
So the correct logic is: switch the tab save state first, and then remove the previous
empty scene tab. To prevent `current_edited_scene` from being incorrect when saving state.
This commit adds a new View submenu that allows switching
between the project theme (default), the editor theme, and
the default theme. The last selected option is stored per
project and is restored when reloading the project.
This change defines additional theme contexts for editor
branches to prevent theme leaking between the default
theme, the project theme, and the editor theme.
- Both editor window and EditorNode define an editor-specific
context with the editor theme and the default theme.
- The 2D viewport defines a project-specific context with
the project theme and the default theme.
- Theme editor preview tabs define the default-only context
with the default theme.
Additionally, the default theme context now only includes
the project theme for running projects (both export and debug).
This prevents the project theme from leaking into the editor.
This commit also does a little clean up on the theming aspects
of the EditorNode.