ator-dev
ator-dev
Good job, I definitely prefer your approach of using multiple UndoRedo objects; far more clean and object-oriented compared to multiple stacks in one UndoRedo. Would it be alright for me...
One way in which our PRs differ is that you use a string (the file path?) to identify stacks, whereas I use the relevant ObjectID. Do you think the path...
No, mine doesn't work for empty scenes either - it uses the ObjectID of the root node. My reason for preference is that an ObjectID is guaranteed to be unique,...
Just something I'd like to bring up - there are some things that (so far as I can tell) cannot be made to work correctly without additional contributor effort. Both...
> EditorUndoRedoManager can take an optional context object in `create_action()` and if not provided it will guess the context from the first action I see, that's what I'm doing as...
> whether we should save the scenes first, then the scripts I think it makes the most sense to save scripts before scenes, partly because it seems intuitive to me...
I was a bit vague by saying 'resources' - I meant specifically external scripts, and in my local version built-in scripts are included in the popup with a message informing...
By the way, I've been having a lot of trouble discarding scripts, which is why I haven't updated this PR with my updated version yet. Part of my message to...
Start of another conversation relating to usability of the popup: https://chat.godotengine.org/channel/devel?msg=BABJmMxA8mX5sgFEu
Current state (**Don't Save** still not functional): 