RedMser

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Hi, I did some more research and it actually seems to be related to `npx`, as running your CLI directly via node works as expected. I found [a similar issue...

I just tried this patch. It does not fix the issue for me - the script editor still shows the old file contents until godot is restarted. It _does_ detect...

I found a bit of a solution, though my setup is probably a bit different from what is described here. I used `this.emitFile` to manually create chunks like described above....

Thanks for taking your time @nemec ! In my case, I have a program where I would want the command line to function not only as a way of specifying...

Seems like a solid way to solve the problem! Retrieving the exact name of the flag entered by the user indeed is nothing really required, since both the short and...

> if it is desired to expose it entirely as a singleton, it could be changed. I had to use a [similar workaround](https://github.com/RedMser/godot-embed-external-editor/blob/master/project/addons/embed_external_editor/plugin.gd#L20) to pass the `EditorInterface.get_base_control()` between scripts, to...

> This compiles locally but it doesn't in the checks... I assume because you're including an editor header file from outside of the editor folder. So when making a `tools=no`...

I'm very glad you're tackling this long standing issue. But this current solution still does not seem ideal and should probably combine multiple methods of assigning score. For example, in...

> and personally I think it needs a follow-up PR and an option switch > So each option is sorted by score only in between the same kind and the...

Thanks for the icon templates @MewPurPur, I went ahead and created SVG versions based on these.