Kai Liao
a6defa7ae8
Update running_code_in_the_editor.rst to fix misplaced method defs in C# example
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OnResourceSet() and OnResourceChanged() were invalidly defined outside of the class examples
2025-08-05 17:18:15 -07:00
AtelierFerrofell
edebaa4fb7
Update running_code_in_the_editor.rst to fix error in example code
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Example was potentially trying to connect a signal from a null reference
2025-08-05 02:34:48 -07:00
Matthew
90fc3e7915
Merge pull request #10820 from ryevdokimov/autoload-nodes-can-be-accessed-with-tool-scripts
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Autoload nodes can be accessed in the editor if they're using tool scripts
2025-07-27 14:41:39 -04:00
Matthew
3f65fd4614
Merge pull request #10888 from Calinou/running-code-in-the-editor-static-context
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Clarify rules around which scripts require `@tool` in Running code in the editor
2025-07-18 07:54:13 -04:00
Matthew
3dbb51b86c
Merge pull request #10889 from Calinou/running-code-in-the-editor-no-debugger
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Mention the lack of debugger support in Running code in the editor
2025-04-23 10:01:08 -04:00
Hugo Locurcio
ab7c43c899
Clarify rules around which scripts require @tool in Running code in the editor
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- Mention that static methods work, but not static variables.
- Emphasize the use of version control due to the lack of undo/redo.
2025-04-22 14:47:20 +02:00
Hugo Locurcio
c737b30d5d
Mention the lack of debugger support in Running code in the editor
2025-04-22 14:38:51 +02:00
Hugo Locurcio
72834c31a3
Fix typo in C# example in Running code in the editor
2025-04-22 14:14:59 +02:00
Robert Yevdokimov
0c64741bba
Autoload nodes can be accessed in the editor if they're using tool scripts
2025-03-30 23:57:23 +04:00
Adriaan
f0f13fcdbb
Clarify that EditorScript can only run using the internal script editor ( #8623 )
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* Add note that _run() can only be called from Godot's internal script editor
2025-03-02 11:50:21 -05:00
betalars
f766bad7db
Add link to original issue
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Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com >
2025-01-23 23:44:31 +01:00
betalars
76d10dc3f5
replace danger with warning
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Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com >
2025-01-23 23:43:41 +01:00
betalars
8d14299b06
fixes #7184 : adding warning about tool scripts needing editor restart
2025-01-23 11:05:25 +01:00
tetrapod
a64084d491
Merge pull request #9743 from vgezer/scripteditor
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Text editor documentation
2024-12-18 14:03:58 -08:00
Volkan Gezer
c8be8497af
Text editor documentation
2024-12-13 12:03:17 +01:00
tetrapod00
f2717085dc
Change warnings to dangers if data loss can occur
2024-11-12 01:15:51 -08:00
Kleidon
cde678c53b
Fix "some times" typo
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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).
2024-10-03 18:46:30 -06:00
A Thousand Ships
36e2351df2
Fix invalid indentation in various files
2024-06-06 16:16:45 +02:00
betalars
2627630b7a
fixing typo
2024-04-28 19:00:17 +02:00
betalars
e6c8e512a7
Provide instructions for resource change notifications in tools ( #9283 )
2024-04-27 18:27:24 +02:00
skyace65
49d3e3e714
add more tool script info and add a section
2024-03-16 12:44:30 -04:00
Hugo Locurcio
48596bc9ed
Document using EditorScript in Running code in the editor
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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.
2023-11-14 12:03:11 +01:00
Saif Kandil
6ae3d3beec
replacing find_node() with get_node() as find_node() doesnt exist anymore
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Signed-off-by: Saif Kandil <74428638+k0T0z@users.noreply.github.com >
2023-10-21 19:18:21 +03:00
Max Hilbrunner
4011dc55a6
Merge pull request #7831 from bmolyneaux/master-1
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Add a note about tool script inheritance
2023-10-09 01:57:47 +02:00
curious-broccoli
9ba2cf2a92
Fix sentence in tutorial code in the editor
2023-09-23 12:46:50 +02:00
Ben
5b70a0ab92
fix typo
2023-08-21 19:17:18 -07:00
Ben
0bd9b4842b
Add a note about tool script inheritance
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Related proposal: https://github.com/godotengine/godot-proposals/issues/754
2023-08-21 19:12:58 -07:00
FeatherAntennae
58e03e3afc
- Rebased on master
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- 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.
2023-05-04 18:05:41 -04:00
Pixdigit
ef7dad0f4b
Replace legacy setget in tool tutorial ( #7225 )
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* 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 >
2023-04-26 12:49:37 +02:00
Daniel Delgado
db45a5378b
Fixed 'Reporting node configuration warnings' code snippet
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- Switched .size for .length
- initialized warnings as empty array
- warning.append instead of +=
- deleted new line
2023-04-10 12:13:12 +02:00
Loregret
d49e16c0c0
Update "Reporting node..." segment
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Current code doesn't work with Godot 4.0
I added @ to export variables and changed update_configuration_warning() to new update_configuration_warnings().
2023-03-07 14:03:28 +03:00
Haoyu Qiu
ff5fab13f4
Fix Autoload capitalization inconsistency
2023-03-04 09:33:48 +08:00
Raul Santos
b319da3f07
Update some C# examples for 4.0 ( #6693 )
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* 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 >
2023-02-04 17:03:03 +01:00
Hana
9e90766a92
update c# class examples
2023-01-12 19:38:20 +01:00
Max Hilbrunner
198393eec7
More Godot 4 rename fixes ( #6315 )
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* Spatial -> 3D, Transform, Quaternion
* File -> FileAccess
* Camera -> Camera3D
* Update references to MeshInstance and MultiMeshInstance
* ImmediateGeometry -> ImmediateMesh, misc renames
2022-10-15 20:54:47 +02:00
yed podtrzitko
f4573fd49e
fix: replace invalid World references with World3D/ World2D ( #6256 )
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* fix: replace World references with World2D / World3D
2022-10-05 12:38:34 +02:00
Evanaellio
3cb674285e
Fix references to the @tool annotation
2022-09-21 22:48:04 +02:00
Gilles
e95f58e58d
Replace use of rotation_degrees in Running code in the editor ( #6026 )
2022-08-04 10:22:27 +02:00
Stephen Molyneaux
e0dfdf96ce
Update mentions of "editor_hint" ( #5589 )
2022-04-29 12:35:49 +02:00
HoustonBass
b3973b93a0
updating setget to godot 4 syntax ( #5781 )
2022-04-29 12:34:10 +02:00
Hugo Locurcio
f6b4edcdae
Clarify purpose of Node.owner in Running code in the editor
2022-03-18 01:33:57 +01:00
Hugo Locurcio
cfe29cdf72
Fix title underline being too short in Running code in the editor
2022-01-28 19:42:25 +01:00
SnailRhymer
21246a9376
Update plugin tutorial to use @tool
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Replaces instances of tool with @tool in plugin tutorial.
2022-01-27 01:00:02 +00:00
Rémi Verschelde
9a05eef561
4.0: Convert Sprite references to Sprite2D
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Some screenshots will need to be updated so that the scene structures shown
in screenshot fit what the code blocks are referring to.
2021-10-06 14:29:55 +02:00
Nathan Lovato
5f6b7e7ece
Edit running_code_in_the_editor.rst
2020-10-10 10:14:23 -06:00
Hugo Locurcio
6e6be9815d
Document node configuration warnings in Running code in the editor
2020-10-10 09:48:24 -06:00
Nathan Lovato
32c87bf010
Move running_code_in_the_editor to plugins/
2020-10-08 14:14:44 -06:00