As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Backported from #70885.
This shortcut got in the way when using the Maya navigation scheme,
and also when using the slow freelook modifier (regardless of
navigation scheme).
(cherry picked from commit 53f4ff243d)
Add EditorAssetLibrary::is_available which always returns false in the
Web editor and use it in EditorNode for detection.
(cherry picked from commit 0e504e4191)
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.
(cherry picked from commit 1101f6c660)
Having a mix of settings with and without subcategory makes the 'Editor'
section stand out with a weird UX, as instead of simply being a foldable
section like the others, it also holds its own top-level settings and is
therefore selectable.
This wasn't the case in 3.4, and is fixed in 4.0 by refactoring, so for
3.5 we should preserve the 3.4 UX, even if it's not the best.
Fixed UI bug where it appeared that pushing the up or down incrementing
arrows did not increment the SpinBox value appropriately. Just needed
to increase the size of the box horizontally, to display four decimal
points consistently.
(cherry picked from commit 09658f7e3b)
When populating a MultimeshInstance (node), Godot would set the
new Multimesh's color and custom data format as the current node's
multimesh, which would cause a crash if node's multimesh is null.
Populate Function will now check if node has a multimesh or not, and
set the new multimesh with default (NONE) values if node's multimesh is
null.
Fixes Issue #61553
This is in contrast to the previous signal in use - "pressed", which doesn't get emitted on simple clicks on the OptionButton to open the popup.
Also, fixes the ids using which the metadata was being set on the items on the commit list. The commit list size button items now work as expected
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NOEDITOR