This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility.
* Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets.
* Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector.
The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
This PR makes it so that all subtags are normalized before usage.
Normalization means removing any leading and/or trailing quotation marks
from any given subtag.
Fixes: https://github.com/godotengine/godot/issues/75501
Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
Just a little UI convenience feature. Knowing the index (without having
to count manually) is convenient when working with tile patterns
programmatically, especially when having lots of them.
This makes sure that the theme is ready to be used before the
methods is called.
Also add missing icons (and update some existing).
Co-authored-by: Samuel Wilson <yokomeshi@gmail.com>
Fixups
Add levenshtein distance for comparisons, remove kind sort order, try to improve as many different use cases as possible
Trying again to improve code completion
Sort code autocompletion options by similarity based on input
To make it really brief, uses a combination `String.similiary`, the category system introduced in a previous PR, and some filtering to yield more predictable results, instead of scattering every completion option at seemingly random.
It also gives much higher priority to strings that contain the base in full, closer to the beginning or are perfect matches.
Also moves CodeCompletionOptionCompare to code_edit.cpp
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
Co-Authored-By: Eric M <41730826+EricEzaM@users.noreply.github.com>
Fixes godotengine#77317 (Inconsistent PCK file path behaviour).
Simplifies all PCK file paths so that paths with extra '/' symbols in them
still match to the same path.
Fixes various FileAccess methods that didn't work when using PCK paths that
contain extra '/' symbols.
DO NOT BATCH MERGE WITH #77324, WILL RESULT IN BROKEN CI
Currently, calling super() inside _init() throws a
RETURN_VALUE_DISCARDED warning. The analyzer identifies super() as being a
constructor, which therefore returns an object of the relevant class.
However, super() isn't really a constructor by itself: in this case, it
is _part_ of the constructor, and so doesn't "return" a value.
A test case for this is already in #77324, which contains the warning. I
am duplicating it here, without the warning, and it should conflict with
the other PR.