Backport of this PR: https://github.com/godotengine/godot/pull/63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
Currently, with stay_in_script_editor_on_node_selected as On, inspector_only is forcibly set, and no editors from the node selected are displayed.
With this change, if the selected Node has a Main Editor, it's still not shown (the intended behaviour of the feature), but the sub-editors are shown, this correctly opens the AnimationPlayerEditor plugin and other sub-plugins.
Fixes and closes#63621.
(cherry picked from commit eaaedb24a3)
This fixes an issue with visual scripts spamming error messages
in the editor when running the project with the remote scene tree
visible.
(cherry picked from commit 829c824755)
Selecting nodes in the Scene dock automatically switches to the relevant 2D
or 3D viewport. This behavior can be annoying while using the Script Editor
and wanting to inspect node properties, so it's now disabled by default when
the Script Editor is active.
This new behavior can be changed back to the previous auto-switching using
the `text_editor/navigation/stay_in_script_editor_on_node_selected` editor
setting.
(cherry picked from commit c4433c3793)
Add EditorAssetLibrary::is_available which always returns false in the
Web editor and use it in EditorNode for detection.
(cherry picked from commit 0e504e4191)
Instead of reusing the custom_template/ prefix which is actually only
used for the prebuilt APK workflow, we add a new custom_build/ prefix.
This is a slight compat breakage (users will have to redo their config)
but enables us to group the Min SDK and Target SDK options where they make
sense, and avoid reusing the previously hardcoded Target SDK 30 from
Godot 3.4.
Those two options are now strings instead of integers so that we can keep
them empty by default, and show their default value using a placeholder.
So some validation has been added to make sure they are proper ints.
The upper bound on Target SDK was also removed as it's a common use case
to use it to try to target newer released SDKs. But we warn the user that
this wasn't validated by us.
The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.
Fixes#62465.
This expands uppon #60708, using `get_node("%NodeName")` for nodes that
have a unique scene name to avoid having to change the onready
statements when the paths of the nodes change.
(cherry picked from commit 1101f6c660)
according to the discussion in issue #62553,
the FlowContainer icons don't get color-adjusted for Light theme
and it's because the color code is off.
to fix this issue, i recolored them to be the same icon as the Control icon,
an icon that i already know Does get recolored for Light theme.
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.
This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.