Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
When the inspector is empty, opening the "extra resource options" menu
produces a error:
> Condition "current_res.is_null()" is true.
Opening the mneu with no current resource is valid use case, so
`ERR_FAIL_COND` should not be used.
Also don't prompt users to delete the project folder for now.
This is a temporary fix to ensure that users do not delete their entire home folders by mistake
Make copy and pasting match duplication's ownership transferral behavior by storing ownership information in the duplicated nodes on the node clipboard, then checking that information when setting owners for pasted nodes.
Formerly, we deduced context implicitly, but this failed and always used the global context instead of the context of the scene containing the Node.
This happened because the first argument to `add_do_method`, the SceneTreeEditor, is a descendant of Node and outside the current game scene's tree (it's part of the editor instead). This led the code in `EditorUndoRedoManager::get_history_id_for_object` to choose global context.
My solution is to explicitly use the renamed Node to deduce our context because it will always be in the current scene in this situation.
Fixes#67276
dock->get_index() on line 4463 was not behaving as expected
due to dock having an internal sibling, so now we just get the
index excluding internal nodes.
line 4742 would throw an error if you made multiple docks
floating then redocked the end docks first, but no longer
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.