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Warn users about Activate now on C#
- Add a warning about enabling `Activate now` for C# plugins
- Add tabs to `Create Plugin` dialog values
(cherry picked from commit 39f488e62e)
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committed by
Rémi Verschelde
parent
4b9efd20fd
commit
4127b5106a
@@ -41,7 +41,10 @@ You will see the dialog appear, like so:
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The placeholder text in each field describes how it affects the plugin's
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creation of the files and the config file's values.
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To continue with the example, use the following values::
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To continue with the example, use the following values:
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.. tabs::
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.. code-tab:: ini GDScript
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Plugin Name: My Custom Node
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Subfolder: my_custom_node
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@@ -52,6 +55,24 @@ To continue with the example, use the following values::
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Script Name: custom_node.gd
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Activate now: No
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.. code-tab:: ini C#
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Plugin Name: My Custom Node
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Subfolder: my_custom_node
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Description: A custom node made to extend the Godot Engine.
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Author: Your Name Here
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Version: 1.0.0
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Language: C#
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Script Name: CustomNode.cs
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Activate now: No
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.. warning::
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Unchecking the ``Activate now?`` option in C# is always required because,
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like every other C# script, the EditorPlugin script needs to be compiled which
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requires building the project. After building the project the plugin can be
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enabled in the ``Plugins`` tab of ``Project Settings``.
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You should end up with a directory structure like this:
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.. image:: img/making_plugins-my_custom_mode_folder.png
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