Setting `server_relay = false` prevents the server from letting clients
communicate with each other, but without this fix, the server would also
ignore broadcast packets.
With this change, the server still does not relay messages to other
clients, but will correctly process broadcast messages (and "exclusive"
messages) as if they were directed to just the server.
(cherry picked from commit fc255bde298575ba368ded56f6ff5b4799a787c5)
Previously, the wrong tooltip was shown.
This also tweaks the tooltips' texts to be clearer and remove
references to "game" (since Godot is used for more than just games).
(cherry picked from commit d1c5dd5b6876b7951292e0d4a825f388d3e25a36)
The consensus is that the per-platform strings are not so useful in the
first place, so it's better to revert back to "Delete" for every platform.
(cherry picked from commit 77daadac1dab5abcd705d13248acf73e0f81ae3d)
String.get_slice_count is always at least 1 or 2 for bases with a port number.
Before this change the following URL would return ERR_INVALID_PARAMETER ```ws://127.0.0.1:8000/test```
(cherry picked from commit 3d9f29910ce6d317f70b2d4e7cacea2d33f28bb1)
Low zoom values result in unreadable text, but it can still be
useful for previewing purposes.
Eventually, characters could be replaced by rectangles at very low
zoom levels to improve the visual appearance.
(cherry picked from commit 74c584472c7a353eda3ed774c066ceecde4956b7)
Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).
(cherry picked from commit 8f4ac7bc4a72ea76e27c7afea28760e041569465)
When copy-pasting the version from About dialog to bug reports at GitHub,
this makes the version hash linkable to commits at GitHub.
(cherry picked from commit 293550f56ad732ce27d042f6fca8fe8476669d15)
The editor only needs to redraw when the camera is moving.
This helps preserver battery life on laptops when using freelook,
especially with the toggle mode (Shift + F).
(cherry picked from commit 21807f8d883a3a276bea990c9349e0417caf46f6)
The name "Singleton" was misleading because Godot does not actually
enforce a singleton pattern for autoloads. They can be instanced
multiple times.
"Global Variable" makes it more obvious that all the checkbox does
is expose the AutoLoad with a global variable for easy access.
(cherry picked from commit 1e53bac8b48702bc8d80142094b956f20edee82c)
Using the smallest dimension of the width and height makes it possible
to support both landscape and portrait monitors.
(cherry picked from commit 728fa3ff71361f527e0bf18c46cf9152ec5a3d6d)
EditorSettings: Factor code to compute auto display scale
Also fixes typo introduced in https://github.com/godotengine/godot/pull/48597/files#r652636544.
(cherry picked from commit f862f9a056d9d6eca392a04011838bdae660ab36)
- Add an help message when no profile is selected.
- This replaces the class/property trees which are now hidden
when no profile is selected.
- Display `(none)` as the current profile when no profile is
currently active.
- Make the newly created/imported profile the current if it's the
first profile to be added to the list.
- Make more strings localizable.
The gizmo icon obstructed the line-based camera gizmo, which made it
difficult to see the actual camera orientation.
This also removes the unused SpatialStreamPlayer gizmo icon.
The default value is 80. The hard line length guideline's default column
has been moved to 100 to account for the new soft line length guideline.
It can be disabled by setting its value to the same column as the
hard line length guideline.