This rename breaks `SpriteFrames` and also isn't valid as the new method
takes an `AnimationLibrary`, not an `Animation`
(cherry picked from commit 4b7ea9fe47)
This prevents visual discrepancies between desktop and mobile platforms
after switching rendering methods using this dropdown.
The restart dialog now displays which rendering methods will be used,
and the dropdown tooltip also lists caveats related to specific platforms.
(cherry picked from commit 57f3bdb1e5)
It only introduced a difference in a .glsl file, which I've worked
around by removing an empty line. This keeps formatting consistent
between clang-format 15 and 16.
Also added a change in the 3-to-4 project converter to fix bogus
formatting in clang-format < 17.
(cherry picked from commit 49f4860ce3)
Fix polygon not showing correctly if UVs have been moved around. Show the actual contents of the polygon instead.
(cherry picked from commit a45db4d616)
Also removes some suspicious and outdated code that forced this particular
dialog to change size when the warning message changed.
(cherry picked from commit d9677be0ca)
When non-ASCII filenames are used, this indicates that the encoding is
UTF-8. Programs like ZIPReader can then parse the filename correctly.
(cherry picked from commit 08b1354b36)
99% of the time we shouldn't rely on the signal, we
should use the notification instead. I left some comments
in places where I couldn't quickly improve the code.
(cherry picked from commit 01888ae7ab)
This applies to both GPUParticles3D and CPUParticles3D, as
CPUParticles3DEditor inherits from GPUParticles3DEditorBase.
(cherry picked from commit c6a16b176e)
This is a minor usability tweak.
The light functions replace the default ones, so even if empty
they will avoid the current shader to have proper lighting and
users will have no idea why.
Code was changed to have the shader function commented by default,
indicating that uncommenting replaces the default function.
(cherry picked from commit c430ff2396)
This removes the immediate confirmation dialog and insteads prints the
message to the editor log (and it also appears as a toast). The immediate dialog
is a devil's plaything, and it cannot be used in this scenario (if it can be used
anywhere at all). The condition that triggers the SUT can happen during any
attempt by the rendering server to read a mesh. This means it will conflict
with a number of editor processes, like loading, importing, preview
generation, export, CLI mode, etc.
So while this is less on the nose as far as informing users goes, it's also
our best option to use the log and the toaster.