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@Calinou Calinou commented Nov 14, 2023

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.

@Calinou Calinou added enhancement area:manual Issues and PRs related to the Manual/Tutorials section of the documentation cherrypick:4.1 labels Nov 14, 2023
@Calinou Calinou force-pushed the running-code-in-the-editor-editorscript branch from 420d0b8 to e2ae5a6 Compare November 14, 2023 11:01
@YuriSizov
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I think the most obvious use case for it is as a GDScript playground. I use it all the time to check what some code would do or output without having to run a project or use external resources.

@Calinou Calinou force-pushed the running-code-in-the-editor-editorscript branch from e2ae5a6 to f5cfee8 Compare November 14, 2023 11:01
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.
@Calinou Calinou force-pushed the running-code-in-the-editor-editorscript branch from f5cfee8 to 48596bc Compare November 14, 2023 11:03
@mhilbrunner mhilbrunner merged commit b9f8f9e into godotengine:master Nov 15, 2023
@mhilbrunner
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Thank you!

@Calinou Calinou deleted the running-code-in-the-editor-editorscript branch November 18, 2023 11:15
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3 participants