This fixes a bug introduced by 806425621c, where dragging the gizmo no longer respected local transforms.
I'm not sure why I called set_local_coords_enabled(false) in _compute_edit. Removing this line seems to fix gizmo-dragging local transforms, without breaking anything else.
I also noticed that confirming a transform leaves the gizmo axis lines on the screen. This is fixed by calling update_transform_gizmo after clearing the edit mode/instant flags, so update_transform_gizmo knows not to render any axes.
(cherry picked from commit d3d1223b97)
If calling set_mesh with a PrimitiveMesh that has pending update, the
_mesh_changed function would be called twice. The first time before
set_base had been called, which could lead to an ERROR message about
trying to set an invalid surface override material.
(cherry picked from commit 007b488a5c)
Having local_space enabled when starting a transform changed the
behavior of VIEW space transforms. Now we disable local_space when
starting a blender transform (there was already logic to restore the
setting after the transform ends).
This also hides the gizmo while performing a blender transform,
otherwise the user will see it snap back and forth between the local and
global alignment. I think the transform looks cleaner with the gizmo
hidden anyways.
Fixes#59392.
(cherry picked from commit 806425621c)
Pretty hacky solution but it's better than an infinite loop.
All this import setup needs to be redone, it's very difficult to properly
bail out from an invalid import without triggering reimport loops.
Also fix underline not visible at default editor scale in LinkButton.
Fixes#73319.
(cherry picked from commit d81e6ee024)
When using custom color management in blender the --version command will
output additional information infront of the "normal" output and this
prevented the import.
Fixes#74439.
(cherry picked from commit 7a0d12182e)
MultiplayerPeerExtension isn't an exact replacement for
NetworkedMultiplayerCustom, but at least it gets you moving in the right direction.
Engine.editor_hint couldn't be fixed by the renames map, because you have to add a `()` at the end.
(cherry picked from commit 6b17c2b6e7)
In godot3, `tool` can follow keywords like `extends` and `class_name`
In godot4, `@tool` must be the first line in the file.
(cherry picked from commit 9a474fb99f)
Fixes#70542.
The 3to4 conversion tool was not handling superclass constructors.
We should translate the godot3 syntax:
```gdscript
func _init(a,b,c).(a,b,c):
pass
func _init(a,b,c):
super(a,b,c)
```
Originally, the _init conversion was intended to remove `void` return types from _init functions, as this was disallowed due to #50589.
As that was resolved by #53366, I removed that part of the conversion logic. If a void return type is present on a constructor, the converter now leaves it.
Here's a sample diff from my own project:
```diff
@@ -103,10 +105,11 @@ class Real:
class Text:
extends Setting
- var choices: PoolStringArray
- var value: String setget set_value, get_value
+ var choices: PackedStringArray
+ var value: String : get = get_value, set = set_value
- func _init(section: String, key: String, default: String, choice_list: Array).(section, key, default) -> void:
+ func _init(section: String, key: String, default: String, choice_list: Array) -> void:
+ super(section, key, default)
choices = choice_list
func normalize(val):
@@ -129,9 +132,10 @@ class Text:
class Boolean:
extends Setting
- var value: bool setget set_value, get_value
+ var value: bool : get = get_value, set = set_value
- func _init(section: String, key: String, default: bool).(section, key, default) -> void:
+ func _init(section: String, key: String, default: bool) -> void:
+ super(section, key, default)
pass
```
(cherry picked from commit 53a00abb11)