Fixes regression where current line highlight no longer extends
into the gutter area. The highlight now starts from 0 instead of
xmargin_beg, making it extend all the way to the left edge.
This restores the 4.5.1 behavior where the current line highlight
spans the entire line including the gutter area and left margin.
(cherry picked from commit 4dfbd909acc7e20d5b58bc5a135509ad97499956)
For properties like `ViewportTexture.viewport_path` that enable
`PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT`. The case of enabling
**Editable Children** to edit nodes in a child scene seems to have
been overlooked before.
The `EditorPropertyResource` also missed the **Editable Children**
case when handling `ViewportTexture`.
(cherry picked from commit c3a61d531fe041e939ecc109cea7a20e44876567)
Freshly deleted objects are temporarily "inert" until their destruction
is acknowledged by the compositor.
Inert objects are ignored. By doing so, we mistakenly returned too
early and missed some FD cleanup logic. This patch ensures that any
outstanding FDs are always closed by moving its logic outside of the
message handling routine.
(cherry picked from commit 6e5d1e00e02cf9086224b5eb3258f901a26de413)
This reverts commit f68bf2f545.
This seems to trigger occasional editor crashes.
Fixes#115460.
(cherry picked from commit 63e7936e18026d483135c28856b5338b50efb923)
Almost 3 years after the 4.0 release, Godot 4 is starting to be a mature engine,
including a wide array of features that enable countless developers to publish
games in all genres. For example, Steam got over
[1,200 new Godot games](https://steamdb.info/stats/releases/?tech=Engine.Godot)
in 2025, while itch.io consistently gets around
[500 new Godot games per week](https://itch.io/game-development/engines/most-projects)
(game jams, prototypes, etc.).
While every Godot user still has their own favorite missing feature which
they're eagerly awaiting, for the most part the engine is fully capable.
But there are still so many minor roadblocks, papercuts, workflow issues or
outright bugs which can make the experience of developing and publishing games
more painful than we'd like.
So for this release, there was a significant focus on polish and usability,
aiming to firmly establish Godot as an engine that you can rely upon, while
keeping the iteration speed, lightweightness, and flexibility which make users
love it.
Close to 400 contributors were involved in this new feature release, authoring
2,001 (!) commits, and we want to thank them all for their amazing contributions,
as well as all users who sponsor the Development Fund, reported bugs, opened
proposals, or supported each other on our community platforms.
See the release page for details: https://godotengine.org/releases/4.6/