Tomasz Chabora
Tomasz Chabora
If you don't mind attaching scripts to your buttons, you can do: ```GDSCript extends BaseButton var disabled2: bool: set(d): disabled = d some update... get: return disabled ``` and set...
I think both exposing undoredo and passing it as argument is a bit redundant. Though it's a bit tricky, because referring to EditorUndoRedoManager or EditorInterface in your script will break...
I think the `name` argument can be optional. I noticed that it gets capitalized, but if it gets capitalized anyway, it could use the method name, no? I'd make it...
"non-tools build" is a confusing term. Exported project is always "non-tools". > Perhaps something like this workflow should be supported by Godot natively in some fashion? My idea for this...
> Good find! I'm not sure how to fix that, perhaps a quirk of the engine. Is that because of the way the tool scripts are being handled by the...
Try reloading the scene.
The Source Folder is relative to project's directory, not absolute path.
It's not really mentioned, but the FileDialog when you are picking path operates in local mode. To use a global path you'd have to paste it in to the textbox,...
The FileDialog works in global mode, but once you pick the path, it will trim the project path, so the resulting path is relative. However it only works if the...
If you added VDF file *after* creating Project Builder configuration, you need to run a manual scan. In Config tab, click the "Run Project Scan" button at the bottom. Project...