* Project Manager ignores display mode settings.
* EditorFileDialog's default display mode and show hidden files settings
are not updated when corresponding editor settings change.
(cherry picked from commit 2ccc9e1456)
* Avoid "property not found" warnings when adding a file for the first
time.
* When no file is added, disable the Generate POT button instead of
printing a warning.
(cherry picked from commit 584136271c)
The Tween class in Godot 3 is fully incompatible with Godot 4, there's no point
doing these renames. It also makes it harder to use Threen, my (currently WIP)
forward-port of the Godot 3 Tween to Godot 4.
(cherry picked from commit 0171037e0a)
* Make placeholder in editor layout dialog translatable.
* Make messages in scene import settings dialog translatable.
* Mark theme override property categories for translation.
(cherry picked from commit 5a5fd33e42)
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.
(cherry picked from commit cb0fa0ed7b)
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
(cherry picked from commit 45a26ff292)
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
(cherry picked from commit 21578e0bb4)
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.
(cherry picked from commit d3d1223b97)
Having local_space enabled when starting a transform changed the
behavior of VIEW space transforms. Now we disable local_space when
starting a blender transform (there was already logic to restore the
setting after the transform ends).
This also hides the gizmo while performing a blender transform,
otherwise the user will see it snap back and forth between the local and
global alignment. I think the transform looks cleaner with the gizmo
hidden anyways.
Fixes#59392.
(cherry picked from commit 806425621c)
Pretty hacky solution but it's better than an infinite loop.
All this import setup needs to be redone, it's very difficult to properly
bail out from an invalid import without triggering reimport loops.
Also fix underline not visible at default editor scale in LinkButton.
Fixes#73319.
(cherry picked from commit d81e6ee024)
MultiplayerPeerExtension isn't an exact replacement for
NetworkedMultiplayerCustom, but at least it gets you moving in the right direction.
Engine.editor_hint couldn't be fixed by the renames map, because you have to add a `()` at the end.
(cherry picked from commit 6b17c2b6e7)
In godot3, `tool` can follow keywords like `extends` and `class_name`
In godot4, `@tool` must be the first line in the file.
(cherry picked from commit 9a474fb99f)
Fixes#70542.
The 3to4 conversion tool was not handling superclass constructors.
We should translate the godot3 syntax:
```gdscript
func _init(a,b,c).(a,b,c):
pass
func _init(a,b,c):
super(a,b,c)
```
Originally, the _init conversion was intended to remove `void` return types from _init functions, as this was disallowed due to #50589.
As that was resolved by #53366, I removed that part of the conversion logic. If a void return type is present on a constructor, the converter now leaves it.
Here's a sample diff from my own project:
```diff
@@ -103,10 +105,11 @@ class Real:
class Text:
extends Setting
- var choices: PoolStringArray
- var value: String setget set_value, get_value
+ var choices: PackedStringArray
+ var value: String : get = get_value, set = set_value
- func _init(section: String, key: String, default: String, choice_list: Array).(section, key, default) -> void:
+ func _init(section: String, key: String, default: String, choice_list: Array) -> void:
+ super(section, key, default)
choices = choice_list
func normalize(val):
@@ -129,9 +132,10 @@ class Text:
class Boolean:
extends Setting
- var value: bool setget set_value, get_value
+ var value: bool : get = get_value, set = set_value
- func _init(section: String, key: String, default: bool).(section, key, default) -> void:
+ func _init(section: String, key: String, default: bool) -> void:
+ super(section, key, default)
pass
```
(cherry picked from commit 53a00abb11)
Fixes#74204.
The style guide says
> Always use one space around operators and after commas
The 3to4 conversion tool currently strips space in certain scenarios.
I've updated it to add space whenever it is generating new code.
In any case where it substitutes existing code, it leaves it as-is.
For example, connect(a,b,c) becomes `connect(a, callable(b, c))`, because the converter is adding new commads/parens.
However, `xform(Vector3(a,b,c))` becomes `Transform * Vector3(a,b,c)` because it uses the user's original Vector3 string whole. If the user originally had `xform(Vector3(a, b, c))`, then it becomes `Transform * Vector3(a, b, c)`.
Ideally we'd always preserve original formatting, but this seems quite difficult, so I tried to preserve it where we can, but air on the side of following the style guide whenever we're transforming code.
(cherry picked from commit d3684e662f)
Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
(cherry picked from commit 3de5332fcb)
When selecting "Show in FileSystem" from the context menu of a resource
in the inspector, the engine would crash if the FileSystem dock was
floating because it was trying to focus the FileSystem tab, but floating
docks don't use Tab Containers. This commit makes the FileSystem dock's
window grab focus instead if it's floating.
(cherry picked from commit c4d1513e15)