Most of the custom logic to handle special keying cases is now inside
the AnimationPlayerEditorPlugin.
The EditorInspector now emits a signal when inspecting a new object.
* The main generation could not be moved to a thread, as it instantiates
classes to get default values, interacts with ProjectSettings, etc.
* Only uncompressing documentation and merging it is threaded.
* Seems to improve editor load times by 0.5 seconds.
Clarifies that the button opens the user:// dir
and for better consistency with certain ProjectSettings values:
"Use Hidden Project Data Directory" is named similarly, but refers to data within res://
and two values refer to user:// as "User Dir"
(Translations were not updated)
and rename enum value accordingly
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
GPUParticles attractors and collision are currently only available in 3D.
Their 2D counterparts haven't been implemented yet, but they will use
separate nodes.
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.