Michael Alexsander
Michael Alexsander
@LightningAA See the discussion in #23695.
@Calinou BTW, does this work with `@onready`?
Having useless code laying around never leads to good things, even if isolated.
You need to run `--doctool` to update the documentation with the new settings: https://docs.godotengine.org/en/stable/contributing/documentation/updating_the_class_reference.html#updating-class-reference-when-working-on-the-engine
There was another style error. You can set up a git hook to check for those locally: https://docs.godotengine.org/en/stable/contributing/development/code_style_guidelines.html#using-clang-format-locally
This honestly feels kinda unpolished. The scaling of bezier keys follows on Unity's footsteps by showing handles for scaling, and I think scaling for basic keys should do the same.
Handles work better because they are more intuitive. Instead of being in a shortcut that the user will not be aware of from the get-go unless they already have experience...
The scale draggers should look something like this, to follow the design of the bezier ones:
@JoNax97 Done!
@RobProductions 1. Yes! And clicking an item in the remote tree also highlights the node in the game as well. 2. Internally we settled to make selection only available when...