Tomasz Chabora
Tomasz Chabora
An easier workaround is adding a custom `is_action_pressed()` method to your character: ```GDScript func is_action_pressed(action): return Input.is_action_pressed(action) ``` and delegate all inputs through this method. Then you can disable input,...
You can already use `var_to_str` to achieve the same thing.
I mean you can use `var_to_str` to convert native type to String and then store it inside JSON.
btw internal resource usages are already tracked by scene tree dock:  > Would it be possible to add it as part of an export annotation? You can use the...
Actually there *is* a way to search for assets, but I can't believe this is so dumb. I tried to workaround the lack of search by using Google, like `in:itch.io/game-assets...
Yep, if you reparent node, the dropped node should be selected.
Probably not, as the issue is fully resolved.
- [x] Manually deleting colors from palette will leave you with empty palette that you can't remove: https://github.com/godotengine/godot/assets/2223172/b406544f-918d-4d42-be73-6f39b566c35b - [x] When you load a palette for the first time at...
Crash when you quick open palette directly without using ColorPicker: ``` CrashHandlerException: Program crashed Engine version: Godot Engine v4.3.beta.custom_build (be56cab58c056c074d1e02cd0b38641204e39f41) Dumping the backtrace. Please include this when reporting the bug...
Seems like there is one remaining bug 🤔 https://github.com/godotengine/godot/assets/2223172/c64bb1fe-0c3b-4213-9512-c85552a7b66e `*` will appear with empty palette name when you toggle swatches.