It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense
to have as a common resource. It also allowed to disable compilation of
Particles (3D) when using 'disable_3d'.
Also cleaned up includes in SpatialEditorGizmos and some other places,
as well as dropped dead code in material_editor_plugin.cpp.
This also changes the uppercase/lowercase/capitalize shortcuts
to Shift+F4, Shift+F5 and Shift+F6 respectively to avoid conflicts
with the new Find Next shortcut.
This closes#21612.
Otherwise one could quite easily end up with the exported game
being hidden files named ".x86_64" and ".pck" for example.
Also improved the default filename logic a bit to also include
extension, and never fallback to an empty string.
Also fixed being able to click "Export project" without selecting
a preset.
so that godot package builds reproducibly
in spite of indeterministic filesystem readdir order
and http://bugs.python.org/issue30461
See https://reproducible-builds.org/ for why this is good.
Sort font input file list, so that builtin_fonts.gen.h
is created in a reproducible way
Sort list of platforms, so that editor/register_exporters.gen.cpp
is created in a reproducible way
Sort list of source files, so that .a files and resulting godot binaries
are created in a reproducible way
We want to add the individual strings to the list
and not add a list object to the list.
Without this patch, sorting failed because "str < list"
is not a valid operation in python.
```
Play Scene Command+R (no change)
Replace... Command+R => Option+Command+F
Find Function... Option+Command+F => Ctrl+Command+J
```
On macOS Option+Command+F is commonly used for Find and Replace so use
it instead to avoid conflicting with "Play Scene"
And as Option+Command+F is currently used by "Find Function..." rebind
the latter to Control+Command+J which is the Xcode shortcut for
"Jump to Definition"
Fixes#19817
Selecting instanced scenes still doesn't work properly because gizmos are not being added to instanced nodes.
I will probably work on fixing all the shenanigans around selection, but that will take some time.
This part of the code should work better for the moment.
Properly draw navigation and oclusion polygons for SINGLE type tiles. Fixes#21398
Add some checks for TileID validation before accessing to it's properties. Fixes#21397
Fix 'Keep inside region' snap option for tiles with SINGLE_TILE mode. Fixes#21402
Restore hability to asign/unasign an script to a tileset. Fixes#20886