kleonc
kleonc
Note: if/when cherry-picking, should be done together with #98195.
> Generate `On{EventName}` method to raise signal events > > - Follows .NET naming conventions, (...) In Godot there's kinda the opposite convention: names of the methods subscribed (connected) to...
While the change does make sense, I think it actually makes me a little longer to parse / distinguish the buttons... (especially in this Cancel/Create case) so not sure if...
> Went with that as is already used in other dialogs (Create Node,Attach Node Script, Create Script ...). Oh, you're right! > But can see why it can be hard...
As a workaround for better performance you could use the fact that iterating over a dict doesn't generate the keys array: ```gdscript func get_first_key(dict: Dictionary): for key in dict: return...
> I thought about exposing `get_key_at_index()` method to GDScript, but that doesn't seem to be that useful, and might be misleading to scripters because of raising assumptions on how the...
Here's a possible workaround: ```gdscript func _reload_scene_button_pressed(): var scene_path: String = get_tree().current_scene.scene_file_path var scene: PackedScene = ResourceLoader.load(scene_path, "PackedScene", ResourceLoader.CACHE_MODE_IGNORE) get_tree().change_scene_to_packed(scene) ```
Another (rather simpler) workaround would be to mark the given AtlasTexture as `local_to_scene` within the given scene, this way each scene instance will get its own copy of it (whether...
@AyyZerrAsa Are you planning to apply suggestions / improve this PR? What I don't like about this PR is that no matter how short given path segment is, it would...
> > The seems to be present in 3.6 as well. Deactivating the sorting on a y-sort node made the interpolation work. > > Was this fixed? I'm finishing up...