Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
Just a little UI convenience feature. Knowing the index (without having
to count manually) is convenient when working with tile patterns
programmatically, especially when having lots of them.
This makes sure that the theme is ready to be used before the
methods is called.
Also add missing icons (and update some existing).
Co-authored-by: Samuel Wilson <yokomeshi@gmail.com>
Fixups
Add levenshtein distance for comparisons, remove kind sort order, try to improve as many different use cases as possible
Trying again to improve code completion
Sort code autocompletion options by similarity based on input
To make it really brief, uses a combination `String.similiary`, the category system introduced in a previous PR, and some filtering to yield more predictable results, instead of scattering every completion option at seemingly random.
It also gives much higher priority to strings that contain the base in full, closer to the beginning or are perfect matches.
Also moves CodeCompletionOptionCompare to code_edit.cpp
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
Co-Authored-By: Eric M <41730826+EricEzaM@users.noreply.github.com>
As opposed to hardcoding the escape key. Also removed such hardcoding in a few other places as well as a hardcoded enter key in one of the affected input fields.
This prevents `[bgcolor]` and `[fgcolor]` rendering from overlapping
on nearby characters (especially on the line below).
This also makes it look closer to terminal output (which never uses padding).
We initially added an option to disable constraining the 2D editor view.
This setting was still enabled by default to avoid confusing users
who end up scrolling too far away from their current scene
(which is a problem if you don't know about the F key to focus
on the selection).
However, it's probably a better choice to unconstrain the 2D editor view
by default because:
- Lots of people don't know about this setting and wonder how they
can scroll far away from the scene. This feels really limiting for them,
and it can even lead to some people thinking Godot intentionally limits
scene sizes.
- The 3D editor doesn't have such a contrain mechanism.
This makes the 2D editor more consistent with the 3D editor.
Quick update to editor/editor_properties_array_dict max size.
Currently, an array in the EditorInspector won't display a number higher than 1,000,000.
In place of the current magic number this sets the max to be the INT32_MAX.
This eludes the magic number in place and is sufficiently large.
Resolves#77190