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Hilderin/fix-missing-material-override-after-two-glb-reimports
Fix missing material override after two glb reimports
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the editor system info.
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Expose EditorUndoRedoManager's `clear_history()`
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Restore fullscreen toggle menu for the Android editor and clean up the immersive mode logic
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immersive mode logic
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Hilderin/fix-editor-needs-restart-after-adding-gdextensions
Fix editor needs restart after adding GDExtensions
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This is useful for custom tagging of objects with properties (for example in Blender) and having this available in the editor for scripting.
- Adds import logic to propagate the parsed GLTF extras all the way to the resulting Node->meta
- Adds export logic to save Godot Object meta into GLTF extras
- Supports `nodes`, `meshes` and `materials` (in GLTF sense of the words)
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ResourceImporterScene: Replace animation bool with an import type string enum
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Add full customization of 3D navigation controls
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This commit adds 3 new editor settings for orbit, pan, and zoom mouse buttons, and 6 new shortcuts which act as modifiers for the navigation controls. These new shortcuts replace the old orbit, pan, and zoom modifier settings.
The `navigation_scheme` setting now acts as a preset which changes the new options added above, and the new settings are what drives 3D navigation instead. A new struct is used for ordering the navigation logic so that actions with fewer shortcuts are checked first. When the editor starts, the preset detection will run to automatically update user settings from old Godot versions. When the setting is changed, the hint values for the mouse buttons are dynamically updated to show the user the corresponding shortcut values.
The new doc fields have been generated and the description for the new settings are filled out. The `navigation_scheme` entry now has more consistent styling and added control descriptions that were missing before.
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Add `keep_screen_on` editor setting
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Remember editor window mode, screen, size and position on restart
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[Android Editor] Add support for exporting platform binaries
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Update the export logic to enable apk generation and signing for Android editor builds
Note: Only legacy builds are supported. Gradle builds are not supported at this point in time.
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Hilderin/fix-fileSystem-dock-wont-show-any-file-folders
Fix FileSystem dock won't show any file folders (v2)
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Improve Editor Inspector/Theme item lookup performance
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Changes to reduce the latency between changing node selection in the editor and seeing the new node reflected in the Inspector tab
- Use Vector instead of List for ThemeOwner::get_theme_type_dependencies and related functions
- Use Vector instead of List for ThemeContext::themes, set_themes(), and get_themes()
- Add ClassDB:get_inheritance_chain_nocheck to get all parent/ancestor classes at once, to avoid repeated ClassDB locking overhead
- Update BIND_THEME_ITEM macros and ThemeDB::update_class_instance_items to use provided StringNames for call to ThemeItemSetter, instead of creating a new StringName in each call
These changes reduce the time taken by EditorInspector::update_tree by around 30-35%
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Fix display dialog while saving scene
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[Editor] Prevent unnecessary editor theme regeneration on unrelated system setting update.
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setting update.
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Implement bicubic sampling for lightmaps
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
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Adjust `pick_main_scene` dialog punctuation
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Defer creating new editor process in "Quit to Project List" just like in "Reload Current Project"
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"Reload Current Project"
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Fix instanced .blend/GLTF scenes lose all children after update until .tscn is reopened
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is reopened
Co-Authored-By: Tomek <kobewi4e@gmail.com>
Co-Authored-By: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-Authored-By: Hilderin <81109165+Hilderin@users.noreply.github.com>
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[Editor] Unload addons when using `--import` or `--quit`.
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Cleanup Android input on render thread settings
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Follow up to https://github.com/godotengine/godot/pull/93933
Clean up the set of settings use to control whether Android input should be dispatched on the render thread.
Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
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Fix re-import glb model doesn't change the old glb model
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