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Fix 2d editor
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Fix script editor CTRL+CLICK on singleton functions
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Added EditorPlugin 'resource_saved' signal
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fix : code editor's text size should change at least one each time when you try to change it using shortcuts
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how you setting your display scale
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Fix clone down newline bug
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Previously cloning down at the end of a script was broken if there was
not an additional empty line.
This fix ensures there is an empty line before attempting to clone
downwards.
Fixes #18206, cheers!
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Defaults to instancing child at tree root when none selected
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If no node is selected, it will default to selecting the tree root node to instance a child under. This solves #18557
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Fixes #18636, so now LinkButtons (like those in the asset store) will change font colour to remain visible in any engine theme, just like Labels etc
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Implement font shadows for RichTextLabel
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'New Script' Option Added to FileSystem Docker Right Click Menu
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appear like a custom (less important) option now.
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Script Editor now displays positional column
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This solves #17931 and makes the script editor consistent with other text editors(Sublime, Gedit, Vim) in displaying the position rather than the raw number of characters.
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Small changes for some strings
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ParticlesGizmo solid box now follows actual visibility_aabb position.
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Allow exporting arrays of resources in GDScript
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Fixes #15961
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It also happens to do nothing currently.
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Folder name with trailing space fix
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(cherry picked from commit 056348a8c0ee065cb99e4f33da45525d69d6bcff)
Note: Still syncing with the 3.0 code for now to allow updating translations
in the 3.0 branch. We'll eventually switch Weblate to use the strings of the
3.1-dev branch once it is stable enough.
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(cherry picked from commit ddbe559c040d30cd145d3c572dbd3bc6c7664310)
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Check invalid node name
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Fixes locks and groups on 2d editor
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Editor: update favorite dirs when dir got deleted
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Implement universal translation of touch to mouse (3.1)
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
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Fix Find in Files
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- FileAccess was accessed null (remains of GDScript port)
- `_current_file` wasn't going up correctly in case a scanned directory had no subdirectories
- Paths stored in `_files_to_scan` were not full paths
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Changed Sprite Frame buttons for icons
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