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Assume root when dropping node to unassigned script #79258

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merged 1 commit into from
Aug 1, 2023

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KoBeWi
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@KoBeWi KoBeWi commented Jul 9, 2023

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

@KoBeWi KoBeWi added this to the 4.x milestone Jul 9, 2023
@KoBeWi KoBeWi requested a review from a team as a code owner July 9, 2023 21:24
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kleonc commented Jul 10, 2023

The second video shows that @onready ... can be dropped to a script not extending Node, which doesn't make sense / shouldn't be allowed.

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KoBeWi commented Jul 10, 2023

tbh dropping nodes to scripts that don't inherit Node does not make sense, because they don't have get_node() xd
I added a new warning:
image

@KoBeWi KoBeWi force-pushed the drag_and_drop_anarchy branch from 9aba405 to b6ee2ff Compare July 10, 2023 12:11
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kleonc commented Jul 10, 2023

tbh dropping nodes to scripts that don't inherit Node does not make sense, because they don't have get_node() xd

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 get_node/@onready is used. There's nothing wrong with having a NodePath in e.g. a Resource (even if that's not recommended).

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KoBeWi commented Jul 10, 2023

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).

@YuriSizov YuriSizov modified the milestones: 4.x, 4.2 Jul 25, 2023
@KoBeWi KoBeWi force-pushed the drag_and_drop_anarchy branch from b6ee2ff to 3f272f4 Compare August 1, 2023 15:37
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KoBeWi commented Aug 1, 2023

godot.windows.editor.dev.x86_64_ZIN4VSbHhF.mp4

@YuriSizov YuriSizov merged commit de0a06e into godotengine:master Aug 1, 2023
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Thanks!

@KoBeWi KoBeWi deleted the drag_and_drop_anarchy branch August 1, 2023 19:17
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3 participants