From 3bcb5e76f3100314f96c75649f3c59d08088aa99 Mon Sep 17 00:00:00 2001 From: MannyC Date: Wed, 11 Oct 2023 15:04:01 +0100 Subject: [PATCH] inspector_plugins.rst: add new "wide" parameter to _parse_property Godot 4.0 added a new parameter to EditorInspectorPlugin._parse_property. This was updated in the C# version of the tutorial, but not the gdscript version Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> --- tutorials/plugins/editor/inspector_plugins.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/plugins/editor/inspector_plugins.rst b/tutorials/plugins/editor/inspector_plugins.rst index 7a6a2d914..a88b0a586 100644 --- a/tutorials/plugins/editor/inspector_plugins.rst +++ b/tutorials/plugins/editor/inspector_plugins.rst @@ -123,12 +123,12 @@ specifically add :ref:`class_EditorProperty`-based controls. return true - func _parse_property(object, type, path, hint, hint_text, usage): + func _parse_property(object, type, name, hint_type, hint_string, usage_flags, wide): # We handle properties of type integer. if type == TYPE_INT: # Create an instance of the custom property editor and register # it to a specific property path. - add_property_editor(path, RandomIntEditor.new()) + add_property_editor(name, RandomIntEditor.new()) # Inform the editor to remove the default property editor for # this property type. return true