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Script-class-aware Inspector & related controls. #62413
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PR meeting note: we really want this to be in Godot 4.0, but @vnen needs to have a look. |
@mhilbrunner Sure thing. I'm rebasing all the various PRs atm to make sure they are all up-to-date. |
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I will approve this for now, but the way we are obtaining the class information in EditorData is very hacky. We really need to do a through discussion and cleanup of all the EditorNode structures for 4.1.
Seems nice otherwise. Definitely shouldn't make things worse, and @akien-mga has reported it working well together with #62411 is his limited testing. |
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I've made the requested adjustments. Should be good to go for merge at this point afaik. |
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Tested, works well.
The code changes also seem sensible. As reduz pointed out the lack of proper registration of global script classes makes this all a bit awkward but that's a pre-existing design issue that should be solved in a future release.
Thanks! |
@willnationsdev <...> There was a long reply here explaining what I'd meant, but it seems I was a bit confused and mistaken. Now I'm seeing what you've done originally. 😅 It was fine, execution-wise, but yeah, I think it's better to do this check explicitly in the body. Clearer that way. However, when you've refactored your code after my request, I think you've made a mistake. Your checks are |
Oh, crap...lol. Guess I'll need to submit a follow-up PR. |
Updates
EditorResourcePicker
so that global script classes are properly recognized and handled.Related Issues:
Related PRs:
Sibling PRs:
Considerations: