Undoing a terrain set move could corrupt terrain data where a
terrain from the first set appears duplicated in the second set.
This happens because UndoRedo restores terrain properties without
clearing the existing terrain container first, causing the previous
state to be overlaid on top of the current one.
Fix this by clearing the terrains in the affected terrain
sets before restoring their properties during undo.
This ensures the terrain container is rebuilt from the
saved properties instead of merging with the current state.
This allows removing it from `class_db.h`, significantly reducing the amount of files
that include it transitively.
Also includes some include cleanup in `control.h` and `rich_text_label.h` done while
ensure they don't depend on `callable_mp`.
A number of headers in the codebase included `rendering_server.h` just for
some enum definitions. This means that any change to `rendering_server.h` or
one of its dependencies would trigger a massive incremental rebuild.
With this change, we decouple a number of classes from `rendering_server.h`,
greatly speeding up incremental rebuilds for that area.
On my machine, this reduces incremental compilation time after an edit of
`rendering_server.h` by 60s (from 2m57s).
- Removes `native_menu.h` dependency from `display_server.h`.
It's now forward-declared in all DisplayServer implementations and should
be included in the .cpp's.
- Removes some unused `rb_set.h` and `rb_map.h` dependencies, which leads to
having to include them explicitly in half the scene and editor codebase...
which shows how much we depend on `display_server.h`.
- Forward-declare `input_event.h`, so now we need only `keyboard.h`.
Masses in Godot are specified in kilograms.
This also fixes the SoftBody3D mass being limited to increments of 1 kg,
now allowing adjustments to the nearest gram.
GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>