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Expose SceneTreeDialog
and PropertySelector
via EditorInterface
#81655
Expose SceneTreeDialog
and PropertySelector
via EditorInterface
#81655
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SceneTreeDialog
and PropertySelector
via EditorInterface
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Thanks for the review @KoBeWi, I'm learning a lot from your comments! I grateful you asked about using an Array because it's a decision I want some feedback on. I have two reasons for using an Array.
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Left some code suggestions, but the functionality itself looks fine now. |
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Awesome, thanks for all the help KoBeWi :) Just pushed the minor change you suggested of Vector -> PackedInt32Array. |
Overall, this looks good to me and seems useful. Once the comments are addressed, this can be merged. Thank you for waiting :) |
Awesome, thanks Yuri <3 Hopefully I'll have time to commit these changes and test them soon :) |
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Made the requested changes :) I reran it with my test project and it still works fine. I haven't done any testing of the edge cases that removing signals and removing from tree before deleting the dialog nodes would address: presumably when the user attempts to popup the same dialog twice in one frame. Should I submit a unit test for that? A test project? Or is that all overboard for this PR? |
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You need to rebase on the current master, we had an issue with macOS builds which will fail your CI. |
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Thanks! And congrats for your first merged Godot contribution 🎉 |
Allows users to create
SceneTreeDialog
andPropertySelector
dialogs via theEditorInterface
. Lays the groundwork for adding similar dialogs in the future as needed.The API is
Example usage
Closes godotengine/godot-proposals#7635.
Closes godotengine/godot-proposals#7636.
Supersedes #81488.
Supersedes #81489.
Related: godotengine/godot-proposals#300.
Edit 2023-Oct-05 12:45:
I have only implemented
PropertySelector::select_property_from_instance
, but there are several related methods:select_property_from_base_type
,select_property_from_script
, andselect_property_from_basic_type
. Should I implement these now or wait until the need arises?Edit 2023-Dec-09 19:06:
Edited example usage to reflect new API that uses a single NodePath instead of an array of NodePaths.