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).
Fixes#76336 (Input Map keys missing).
Moves the project.godot config_version stamping from the project manager
to the project converter. Now there's no difference between converting through
the project manager and the CLI tool.
Fixes being prompted to re-convert the project in the project manager after
having done so through the CLI tool.
* Project Manager ignores display mode settings.
* EditorFileDialog's default display mode and show hidden files settings
are not updated when corresponding editor settings change.
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
Also don't prompt users to delete the project folder for now.
This is a temporary fix to ensure that users do not delete their entire home folders by mistake
The project manager can now only create projects that use a rendering
method compatible with the current platform. Rendering methods that
are disabled at build-time are also grayed out (only for OpenGL).
While it is possible in theory to create a project using Forward+
on web (thanks to the automatic fallback),
it will look different once edited on a desktop platform.
This is more of a workaround than a fix.
The underlying issue is that `ConfirmationDialog` doesn't always update its size
if you change its text. (or it updates it AFTER it had already popped up).
`wrap_controls` doesn't help here.
It's a bit hacky as the choice mainly impacts the main setting, but there are
pre-existing overrides which supersede it. We should treat this checkbox as
the highest allowed rendering method, and replace the ones which would be
higher end (here replace `mobile` with the chosen `gl_compatibility`).