Tomasz Chabora

Results 931 comments of Tomasz Chabora

It's confusing when you reset transform, but the warning is still there. At least mention in the warning that clearing it requires scene reload.

tbh you can check whether the node is scene root from within the node, by using `get_tree()->get_edited_scene_root()`.

Dictionaries are already auto-sorted when you serialize them to string. While it's supper inefficient, you should be able to do `str_to_var(var_to_str(dict))` to sort a Dictionary.

You can just recolor the icon, there is no reason to add a new property. Compare with Button, which has icon colors for different button states (hover, pressed, disabled etc.)....

Technically you can create the colored icons dynamically from the base icon. The storage space will be the same, but it will use more memory.

We are using this PR in a custom fork for a new project (with terrain destruction like in Lumencraft, but in Godot 4), so I can confirm it works.

Also can't reproduce, in 4.4. The page takes a while to load after opening, but once loading finishes, the editor jumps to correct position.

I see some discrepancy between the code you deleted in `compute_item_height()` and TreeItem's `get_minimum_size()`, e.g. the latter does not account for `theme_cache.checked` height.

> Also I noticed that update_item_cell() seems to be called twice every time (another in get_minimum_size()). Only once call will be effective, unless the cell becomes dirty again for some...

The scene tree is noticeably bigger vertically. The left is with this PR, the right is without: ![image](https://github.com/user-attachments/assets/616b052c-95e9-49b1-8b19-942c791236c7)