Results 22 comments of Sofox

Duplicate of https://github.com/godotengine/godot/issues/44629 I've made pull request that fixes this issue and has been approved for 4.3 : https://github.com/godotengine/godot/pull/85181

> Tested locally, it has some issues with flickering when the limit is reached. Here, I `print(delta)` in `_process(delta)` with the limit configured to 1000: Yeah, I got the same...

I amended PR to make use of @bruvzg's newly added feature that lets you use the `remove_paragraph()` without invalidating the cache. Should address the flickering.

Great job. I tried to tackle this a bit ago but couldn't figure out how to fix this while keeping the live preview working. Great to see this resolved.

It occurred to me that fast fix would just be to have "scrolling" fired whenever "_value_changed" is called, but that might be too broad. Could I have some more direction...

Trying to nail down what desired behaviour is. Clicking and dragging the scroll bar handle seems straighforward: a `scroll_started` when the mouse button goes down on the handle (or first...

So this will mean the signals will be triggered regardless of how the scroll is initiated, including programmatically. It would also replace the current system for inertia scrolling. Is this...

I got it working indirectly: 1. I took the Godot 3 example project and ran the conversion program for Godot 4. 2. I opened up `Test.tscn` in a text editor...

I've submitted a PR that should fix this issue: https://github.com/godotengine/godot/pull/97380

Your code you wrote ideally can be written with the existing API and less lines of code: ```gdscript var undo_redo = UndoRedo.new() # These two will be merged undo_redo.create_action("my_merged_action", UndoRedo.MERGE_ALL)...