| Commit message (Collapse) | Author | Age | Files | Lines |
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29ca07040c3fd810026121164ad86b247)
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- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`
The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
(cherry picked from commit b87a232668d9f9f3b32c2fceb60bc5f6ef46df22)
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(cherry picked from commit 2a0ddc1e89ec7b947152c8d0cb132d58f2c00a81)
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(cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
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clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
(cherry picked from commit 40323407df65ef8f40648c51ab9b4574ea985d7f)
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Fixes #7705
(cherry picked from commit 10fa752ae7ea95c5fc94579d10c5d72888c18802)
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Now the selection jumps to the correct action after a new event has been added.
Also sets the default device id for Joypad button events to 0.
(cherry picked from commit 92ac7067e6a3ff297d3149c1e97ca83cad668c46)
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(cherry picked from commit 27bb6b5282ee62ade086f840ec78ca65d31c081d)
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Fixes #7529
(cherry picked from commit a64a348054ee0e3dccfb167afd93a62072726112)
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(cherry picked from commit f279df265448da476c6cdb0806bdcc1db5f128fd)
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(cherry picked from commit 65db43d5ae1c80299e7cbfffbd7728241861f741)
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(cherry picked from commit 0ecf7f7ca0eda52264850821a605d312e503b6f0)
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Implement single-field property change for multinode edit (2.1)
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(cherry picked from commit 86789c7071836b802e6edb0538ce6de2b7949c7b)
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Sort settings for scripts in the editor (2.1)
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Backport goodies for the code editors (2.1)
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Refactor duplicated code (from 0159e4f96918990ee7bc3e9616ba073e566ad6e4)
Add line length guideline to code editors (from d9c1729a8f1d3eceb259ef540b378b70beb55f24)
Allow turning off zero-padding for line numbers (from 00b3af246b03bc789a7edc45c11b000d7d63ad27)
(In 3.0 zero-padding is off by default, but for 2.1 I'm setting the default to be on because it's how it always worked.)
Fixed line lenght guideline drawing with color option (from @Paulb23's 6b42cd5fe637d6d0fe30fa397eca659d295ad956)
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only fill hint with the matching language."
This reverts commit b6468db118f3bd0359f7ba709e391cca4ac7f9d6,
the bug will be properly fixed by the cherry-pick of 6b5c595.
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- cherry-pick from 95eb7466df890dcbed9eb8e8bda15bd9235db9c0
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Fix crash when saving root node by "Save Branch as Scene" with unsaved scene
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Fix #7667
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Replicate load-as-placeholder state on node duplication (2.1)
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Fixes #7630 Editor Translation Import Crash fix
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hint with the matching language.
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Re-Implemented Texture Actions for Scene Import (2.1 Branch)
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Moved the shared_textures config to the editor category so that it would
be visible in the project settings window again. Fixes #7579
Added option to import textures to the same folder as the source
textures, or to reuse the files without re-importing (flags may need to
be applied manually).
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Fix weird scrollbar appearance on 2D editor (2.1)
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2D Editor: Don't show lock icons for hidden nodes (2.1)
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Now we only draw those icons for visible Nodes.
Fixes #7518
Cherry-picked/adapted from a043ce7304c4a9b56b5d79efa4cca05160339e72
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The new Quick Filter Files behaviour since 8b47e26 had not been implemented,
so this implements it and makes it an editor hotkey instead of a menu entry.
Fixes #7582.
(cherry picked from commit c4d6e54e93431e94888c5594386bcd0aa22528ee)
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Make image-groups map in export.cfg ordered (2.1)
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This improves the VCS experience because otherwise they change their order everytime producing spurious changes.
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Cherry-picked from 8d785812351a0a3eca88214f2436bb7574d55873 and 827a9aa8294e7e2405f645579cc3e7044f3be079
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EditorHelpBit
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Cherry-picked from d8af6330e57b98f370ed56d891a6a6952957cfec
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(cherry picked from commit 7e0d0d0bb912fbb774f5890792840a1a62485773)
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
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(cherry picked from commit 39771f22b6296f52842148332b601a9a49c16181)
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(cherry picked from commit 36d0281a2bc0b89f3566382113905b929216969c)
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(cherry picked from commit f33e21e7afc64990bca106e6b349cbe2f7e81c0e)
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(cherry picked from commit 792ff11642c0bd0d2c2c647a2cc4d828f47d35d0)
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