- Make the Ignore button's position identical across all warnings
by moving it to the left.
- Change the Ignore button's text and color to make it more obvious
that it can be clicked.
- Use the editor font instead of the default project font to match
the rest of the editor.
(cherry picked from commit 0c0ee427d2)
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
(cherry picked from commit a96f0e98d7)
This option can be used to workaround various issues with stuff
not reloading properly when changes are made.
The option was renamed to clarify the fact that it actually
reloads the scene saved on the filesystem.
(cherry picked from commit 2962819d1c)
It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.
This closes#36738.
(cherry picked from commit a636631e33)
The indexes for the ScriptEditorItemData entries were not getting
updated after sorting. This would cause a page to be open but with a
different tab selected. Whenever _update_script_names was called next,
it would correct this indexing. Now we correct it immediately following
the tab sort.
(cherry picked from commit fe53c1b0bd)
PR #30877 was bogus as it made a blend shape-specific code block apply
to everything but blend shapes (as it seemed not to work properly *for*
blend shapes).
The proper fix should thus be to simply remove the problematic
block (and thus cleanup unnecessary logic).
Fixes#32712.
(cherry picked from commit 0034c88c57)
This fixes numerous false positives coming out of the culling system.
AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.
Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
This makes the script name appear before the scene file name,
which ensures it's always visible even if the list of scripts is too
narrow to display the full name.
This only impacts built-in scripts with custom resource names.
Unnamed resources will still use `<scene_file>::<id>` naming
in the list of scripts.
(cherry picked from commit e90beade15)