- Refactor touch acceptance logic so the same is used whether passby is enabled or not.
- Remove the check for visibility during input handling as it should never fail; instead using now an ERR_FAIL_COND() just in case since we have been checking for that so far.
Fixes#9159.
The Tree node column/table form is missing the ability to
capture column title clicks easily.
Adding this functionality will give us the ability to
create functions such as sort by column, which is a common
table manipulation ability in games/apps.
https://godotengine.org/qa/7699
(cherry picked from commit 7b00ad22b9)
The Tree node has the ability to jump to a specific item by typing the first few chars of it's name.
But on selection ('item_activated' signal), it didn't clear the search string used for that. It was especially annoying in `FileDialog`s and has been bugging me for
ages :P
With this, you can traverse a directory structure in a FileDiag quickly with the keyboard (like you'd expect from pretty much any modern file browser) :)
(cherry picked from commit def41b9856)
Adds a tooltip parameter to `TreeItem::add_button()` and set a few tooltips in the Project settings and SceneTree dock.
(cherry picked from commit 29999942a2)
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
Ported from 304a1f5b5a (#7864).
Fixes#492 and #3913.
Pause mode was not correctly propagating effectively stopping
immediately when the mode was not PAUSE_MODE_INHERIT.
(cherry picked from commit a5ce7a98cb)
auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp
after that it's reset to true in SceneTree:init() whatever value was.
Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds):
* set_collision_layer_bit()
* set_collision_mask_bit()
* get_collision_layer_bit()
* get_collision_mask_bit()
- Fix monitoring flag being reset when the scene is out of the tree (happens on save all if the current scene is not the focused one, therefore on save-on-run as well)
- Fix the inability to reset the monitoring flag while the area is out of the tree
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
(cherry picked from commit 1d3c9c448d)
When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
(cherry picked from commit 245ace6e2e)