This reverts commit 08343189dc.
While the feature is great, a number of issues have been found with the
implementation, and we need more time to resolve them.
So we roll this back for 4.5, to rework the feature for a later Godot
release.
This is more explicit as for why this functionality isn't available
depending on editor settings and current platform.
This also exposes a `EditorInterface.is_multi_window_enabled()` method
so that editor plugins can easily query whether the editor is able and
expected to create multiple windows.
This commit also adds means to manually disable warnings
in `code` tags where it's a false positive with the new
`skip-lint` attribute.
Warnings are now enabled on CI to prevent future errors.
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
Exposes the selected paths in the editor filesystem dock.
Implements this proposal : https://github.com/godotengine/godot-proposals/issues/2424
Also renamed the old `get_selected_path` to `get_selected_directory` to
better match the already existing get_current_path function.
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
Recording a movie can take a long time, so the user may not be
paying attention to the editor while leaving a movie rendering
in the background.
This also allows editor plugins to access the state of Movie Maker mode
within the editor (and set it).