Yahkub
Yahkub
> > Though it's probably expected? > > This is likely something that was forgotten during rebase: #90644 and #101810 Thanks! Fixed & pushed - Fixed docs - Caching EDITOR_GET...
> This will work with imported gltf scenes? I havn't looked into that aspect, but would be a nice feature to add to this as well EDIT 11/2/2024: Yes!
Sorry, still trying to get a grip on correct way of updating my repo from main while keeping my changes. I've pushed my new changes up. This includes a somewhat...
> Some notes from testing: > > * enabling the Expose option will create 2 undo actions. You should make it single action (it can be achieved by nesting actions)...
I tried to address many of the comments about functionality. I also touched up use cases for cut/copy/paste etc. However I'm not a fan of making changes like this to...
Here's a quick little demo project that has control and 3d instanced scenes with exposed nodes.  main.tscn ```js [gd_scene load_steps=8 format=3 uid="uid://dab1373s4j0vv"] [ext_resource type="PackedScene" uid="uid://bv2pt3xsxwkk2" path="res://control_instance.tscn" id="1_wac7c"] [ext_resource type="PackedScene"...
> Tested this again (tbh I forgot I already tried it before) and most of the issues I listed were addressed. However: > > * I see the exposed node...
> I just found a major bug. Properties of exposed nodes are not saved. If you instance a scene with exposed node and modify the exposed node, the changes will...
> Well properties can be made uneditable in the inspector, but editors are a bigger problem. Currently there is no concept of readonly nodes for 2D and 3D editors. The...
> > Wasn't sure if this override system bloated the PR too much beyond the scope of what I wanted to achieve. > > Some way to prevent data loss...