The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.
Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.
There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).
Fixes#28669.
(cherry picked from commit 1a31274855)
This partially reverts #44041.
Also fix the bogus label about lack of GLES3 support being always shown...
It was meant to be behind a check but I had left it out while testing, and
forgot to put it back.
fix for issue #44231: snap_selected_nodes_to_floor() results in an editor
crash when a child collisionshape has invalid shape object
(cherry picked from commit 52f6e0b5ad)
This only applies to the project manager instance, what driver is used is otherwise
still defined by the project settings for a running game/editor.
Should help users who have issues with buggy GLES3 drivers to still use the project
manager to create and edit GLES2 projects.
Now that the F1 key is available, we can bind Search Help to the key
generally used in other applications to open the help menu.
(cherry picked from commit 42685f514f)
This matches the 2D editor default behavior.
Powers of two are usually better for grid divisions as they are often
used in level design.
(cherry picked from commit 31cf3e2572)
image/gif is not supported in the glTF 2.0 specification,
these files are broken. But let's be lenient...
Fixes#43638.
(cherry picked from commit f70cc0a60e)
Export presets contains the export_path option, to specify the default
export location, but the CLI export option disregarded that, and always
required and export path to be specified.
After this commit, if the export path is not specified in the command,
the one in the preset will be used, erroring only if it's not present or
invalid.
(cherry picked from commit 032a1c5dc3)
Switching between editors now requires holding Ctrl to avoid
conflicts with the new F2 shortcut.
The asset library can now be accessed by pressing Ctrl + F4
on Windows and Linux, or Alt + 4 on macOS.
This partially addresses #38139.
(cherry picked from commit 79e4e26738)
This check was there since the first commit in 2014, but a later feature added in 2018
with #17717 did not properly update the code while adding non animation-related code
in `perform_node_renames`.
Fixes#40532.
(cherry picked from commit d107fd4c9e)