Jakub Janšta
Jakub Janšta
@aaronfranke Godot 3.3.2 Standard version Windows 10 intel core i7-7700HQ (x64) No special steps for reproduction needed. Just run and close the demo. The actions made between starting and exiting...
> Since the headers are returned as a dictionary, I think it'll be easier to work with if the keys are always lower-cased. > > Users can then use lower-cased...
Should be all good now
I did some digging and there is no `emit_changed()` function call is made from Material except when changing shaders. Is this by design? Shouldn't the signal be fired every time...
> But wait, Material is not a Node, it is a Resource. Ooops. I meant Resource
> The docs for changed and emit_changed() appear to indicate that change will be emitted for any change in a user facing property. That's why I expect to receive the...
> Since this is a small feature, the commits need to be squashed into one. Here's a link to our tutorial on this: https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html#the-interactive-rebase Thanks! I always find a way...
> @Kubulambula Is this PR ready? I would love this feature, and it could make 4.1. Yes it should be ready as it does not change anything and just exposes...
After looking at it though, maybe `type_string()` would be more fitting? Because you get the name of type that you get from `typeof()` and `typeof_string()` implies that is gets the...
> Need to rebase the branch and resolve conflicts. Should be good now.