Tomasz Chabora
Tomasz Chabora
> This is useful when you want to add link buttons through code (simplifies things) You mean like ``` var link = LinkButton.new() link.url = "https://godotengine.org/" ``` instead of ```...
> You think i should remove the connection with pressed signal? The problem I see is that `open_url` throws an error if url is empty, so this button will throw...
This won't work (you can test it yourself). The error is mostly useful when using `open_url()` directly, so you can just bind another method under this name that would do...
Looks like a typical input issue that is fixed in 4.0, see #52861 Copy-paste does work, but the shortcut is randomly hijacked by one of the visible editors (in your...
Seems very similar to #51538
> Would it be alright for me to integrate this into my system? Sure, whatever. I'm going to finish this anyway, so then we can just pick the implementation that...
I might need to change that, right now it doesn't work properly with empty scenes. But using ObjectID would not really help either, I think.
EditorUndoRedoManager can take an optional context object in `create_action()` and if not provided it will guess the context from the first action. The worst thing that can happen is some...
Almost finished with moving stuff to the new system. Note that I'm just replacing UndoRedo * with Ref. Surprisingly it works in many cases, but lots of stuff is likely...
Ok timestamps and global/scene mixed contexts seem to work. So base functionality is roughly done and works as planned (although that's not surprise). Now onto fixing bugs and adding missing...