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.
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
Fixed UI bug where it appeared that pushing the up or down incrementing
arrows did not increment the SpinBox value appropriately. Just needed
to increase the size of the box horizontally, to display four decimal
points consistently.
(cherry picked from commit 09658f7e3b)
When populating a MultimeshInstance (node), Godot would set the
new Multimesh's color and custom data format as the current node's
multimesh, which would cause a crash if node's multimesh is null.
Populate Function will now check if node has a multimesh or not, and
set the new multimesh with default (NONE) values if node's multimesh is
null.
Fixes Issue #61553