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Assume root when dropping node to unassigned script #79258
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The second video shows that |
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It could be argued that dropping just the NodePath (drop without Ctrl pressed) should be allowed though. 🤔 I mean Node-deriving is needed only if |
idk, I think I never needed node paths in resources. It could be easily implemented if someone wants it, but for now I'd stay with nodes only. |
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LGTM.
As mentioned, dropping NodePaths to non-Nodes could be allowed later if/when requested (in the meantime NodePaths can be copied manually from the scene tree dock anyway).
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godot.windows.editor.dev.x86_64_ZIN4VSbHhF.mp4 |
Thanks! |
When dropping a node to Script Editor, you will sometimes get the arbitrary error that the script is nowhere in the scene:
godot.windows.editor.dev.x86_64_OKhG6zXBp7.mp4
The error may appear in valid scenarios, e.g. when dropping node into parent script. In any case, I think it's less relevant now that we have scene unique names, as the hierarchy does not matter that much.
With this PR, if a script is not found in the scene, the editor will assume that the node is relative to scene's root (which, again, is irrelevant if the node has unique name). Here's me casually dropping a node into random EditorScript:
godot.windows.editor.dev.x86_64_oyd0AnwWoF.mp4