Add EditorAssetLibrary::is_available which always returns false in the
Web editor and use it in EditorNode for detection.
(cherry picked from commit 0e504e4191)
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)
- Don't use minimum size for project order/filter controls.
This also allows the filter field to become longer at large
window sizes.
- Hide the loading label instead of changing its opacity.
This causes a reflow during loading, but this is preferable to having
the UI overflow.
- Hide the language dropdown on Android as it doesn't work correctly.
This allows the project manager to be displayed correctly at much
lower window sizes than previously.
Since some porjects may be relying on the former behavior, this is opt-in via a new project setting, disabled by default, but enabled for new projects, since it's the new standard behavior (and the only one in 4.0).
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
(cherry picked from commit 90162851a7)
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
- Focus the project search box when switching from the Templates tab
back to the Projects tab in the project manager.
- Add a context-specific placeholder for the asset library search box.
- Rename "Search" project filter box placeholder to the more
descriptive "Filter projects". When performing a search on an
existing selection, "Filter" is more accurate than "Search".
- Ctrl + N: New Project
- Ctrl + I: Import Project
- Ctrl + S: Scan for Projects
- Ctrl + E: Edit Project
- Ctrl + R: Run Project
- F2: Rename Project
- Delete: Remove Project
- Already implemented previously, but moved to use `ED_SHORTCUT()`.
Note that depsite using `ED_SHORTCUT()`, these shortcuts won't appear
in the Editor Settings' Shortcuts dialog and won't be remappable since
the project manager code isn't run in the editor.
(cherry picked from commit 9bda49e030)
When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
(cherry picked from commit 293550f56a)
Using the smallest dimension of the width and height makes it possible
to support both landscape and portrait monitors.
(cherry picked from commit 728fa3ff71)
EditorSettings: Factor code to compute auto display scale
Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
(cherry picked from commit f862f9a056)
The About button is located in the bottom-right corner of the
project manager.
This allows removing the copyright notice from the window title
(which looked a bit ugly in comparison to other applications).
This hints the user that the project manager is currently busy
loading the project. This is important for the HTML5 editor as the
current feedback isn't very obvious.
This also removes the unused `_exit_dialog` function.
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.
When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).