Remove warning about animations in different libraries having the same name, since shared names are fine.
Also fix missing vformat argument when setting the name of an animation to one that does conflict with an animation in the same library.
Problem:
* Region rect was pretty much a hidden editor. Because it was annoying for it to pop up automatically, it did not.
* Because it did not, most users have no idea it even exists.
* But because it is a transient editor, it would steal focus of other editor and annoy users.
Solution:
* Editor has been moved to a window.
* Regions that can be edited add a button below the region which can be pressed to open the editor.
This required a slight change in EditorInspectorPlugin to allow custom editors to be below others.
* Add a button to add properties (which lets you select node and property)
* Add ability to drag properties and drop them to the editor.
* Made the editor transient (not always visible on the bottom) since its not needed most of the time.
* Added the ability to pin the editor, in case dragging properties from other nodes is desired.
Fix bug where links to class enums and class constants of the form @GlobalScope.X were broken.
For an enum or constant with name "example_name", links of both forms @GlobalScope.example_name and example_name will now be correctly handled, including where example_name contains "." (e.g. Variant.Type).
- Don't use minimum size for project order/filter controls.
This also allows the filter field to become longer at large
window sizes.
- Hide the loading label instead of changing its opacity.
This causes a reflow during loading, but this is preferable to having
the UI overflow.
- Hide the About button on Android as it will spawn a dialog that's
too large to be closed on most screens.
- Hide the language dropdown on Android as it doesn't work correctly.
This allows the project manager to be displayed correctly at much
lower window sizes than previously.
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
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.
reimport_files offers a way for scripts to modify imported resources directly.
For example, images, sounds or glTF documents which are written by an external program.
It is much faster than `scan`, and can allow scripts to synchronously proceed after import finishes.
- Fix a bug causing an error message when a scene containing an AnimationPlayer with a reset track is saved, by correctly referencing the temporary "default" library.
- Make library dropdown in new animation window assign correct library when creating an animation.
- Similarly allow choice of library when duplicating animation.
- Make library dropdown default to library of currently selected animation.
- Make library dropdown show when exactly one library exists, and it isn't [Global]. Include [Global] on the dropdown in this case (will be newly created if dialog is confirmed).
- When appending (x) to avoid New Anim name collisions, correctly check target library instead of [Global].
- Add parentheses when appending x when duplicating animations in the library editor, for consistency.
- Change titles and prompts to be distinct in name/rename/duplicate dialiogs.
- Fix bug in OprionButton.get_selectable_item(true) when last is not selectable.
- Fix issues where animation wasn't found on deletion/rename by correctly prepending library name.
- Remove an extraneous print_line from animation_track_editor.
- Add messages to errors when an animation isn't found.
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
popup no longer tries to close itself a second time
popup no longer closes after having been reopened
fixed bug in RenameDialog not calling base (by inspection)
fixes#59181fixes#60921
reverts #59287
Change the order of checks in _class_desc_select to first try checking current page and GlobalScope
before resorting to slicing either side of ".".
Bug was caused by assumption that no enums or constants in @GlobalScope would contain ".". This is still
assumed elsewhere in the file, so bugs may persist.
Format some comments.
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
and Skeleton3DEditorPlugin when used on foreign nodes.
Make gizmos visible upon creation rather than having to select
them first.
Make UV2 unwrapping and PhysicalBone creation properly subject
to UndoRedo.