Tomasz Chabora
Tomasz Chabora
It's a new feature so it could probably use more reviews. The PR missed the window for 4.4, so it will have to wait a bit longer. Also needs rebase.
Setting `fill_mode` queues a redraw, so if you do it inside `_draw()`, it will just queue itself infinitely. This applies to all similar properties/nodes. EDIT: Although equivalent code ```GDScript extends...
This should really be a property usage, but I think we can add just only one more usage value🤔 Then again, none of the current ONE_SHOT properties have problem with...
> The fault is caused by this line of code: editor_node.cpp:3973 if (!p_force_open_imported && FileAccess::exists(p_scene + ".import")) { How can it cause the bug if it's editor code?
Then the error would appear during export, but it's not the case. There are two issues here and the description is mixed up. The quoted line causes error on editor...
The splash screen was fixed recently.
I once used this pattern in my project: ```GDScript extends Node var should_emit: bool var timer: float signal lazy_process func _process(delta: float) -> void: timer += delta if should_emit: lazy_process.emit(timer)...
> This sounds like a bug to me. Redrawing should only be requested if the property's value actually changes. Can you post the script that triggers constant redrawing? ``` $Sprite.texture...
A better syntax would be maybe ```GDScript @onready @export var something ``` and the variable would be initialized like onready variable. Right now when doing this it doesn't affect when...