The space in "some times" is a mistake and should be removed as it should be one word, not two (as can be seen when it is used correctly further down the page at the start of the, "Running one-off scripts using EditorScript" section).
EditorScript is useful for one-off operations such as:
- Use as a playground for GDScript or C# scripting without
having to run a project.
- Scale all light nodes in the currently edited scene.
- Replace nodes that were copy-pasted with scene instances.
- Replaced the "empty string" with "empty array" in the comment about how to report no errors.
- Renamed warning variable to warnings to indicate that it can contain multiple warnings.
* Replace legacy setget in tool tutorial
Replace reference to legacy setget keyword and replace it with the new setter style in the "Running Code in the Editor" tutorial.
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Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
Current code doesn't work with Godot 4.0
I added @ to export variables and changed update_configuration_warning() to new update_configuration_warnings().
* Update some C# examples
- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double`.
- Ensure parameters match base declaration.
- Other minor code fixes.
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Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>