When enabled, this scales the editor icons to improve usability on touchscreen devices.
In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
(cherry picked from commit 30824e9818)
Quick update to editor/editor_properties_array_dict max size.
Currently, an array in the EditorInspector won't display a number higher than 1,000,000.
In place of the current magic number this sets the max to be the INT32_MAX.
This eludes the magic number in place and is sufficiently large.
Resolves#77190
(cherry picked from commit 4fb7aac651)
ColorPicker was only updating colors if its swatches were empty. It
should always update from the cache in case some other ColorPicker
updated the swatch cache.
(cherry picked from commit a132ed0ca4)
Fixes bug where bounding box of 1 unit was used in some skinned models and had wrong LODs.
(this could become very large if the mesh is scaled, such as FBX conversions)
Also fixes a mistake in calcualting bone index.
(cherry picked from commit 791d8001db)
New contributors added to AUTHORS:
ajreckof, AThousandShips, bitsawer, hakro, mihe, nongvantinh
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit 2930fbeecd)
* Scene tab
* Animation name list in Animation panel
* Feature profile name list in Editor Feature Profile dialog
* Layout names in editor layout menu
* Subresource list in Inspector dock
* Resource type shown in EditorResourcePicker
* Enum dropdowns in inspectors: We'll eventually allow auto translating
these after implementing a way to opt-out auto translation on a
property-by-property basis and a way to extract enumerators.
(cherry picked from commit 26553be424)
Fixes#76336 (Input Map keys missing).
Moves the project.godot config_version stamping from the project manager
to the project converter. Now there's no difference between converting through
the project manager and the CLI tool.
Fixes being prompted to re-convert the project in the project manager after
having done so through the CLI tool.
(cherry picked from commit 0985019c28)
When `get_line_height()` is less than `1`, there is no visible text.
So limit the return value of `get_line_height()` to **not less** than
`1` for calculation.
(cherry picked from commit 391bce44b7)
The width of the rect was only half of the width of the shape, and
the 0;0 coord was at the top left of the rect.
Now the width properly matches the width of the shape, and the 0;0
coord is at the center of the shape. It should match the behavior
of Godot 3.X.
(cherry picked from commit ab5462e386)