Also removes some suspicious and outdated code that forced this particular
dialog to change size when the warning message changed.
(cherry picked from commit d9677be0ca)
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`).