Commit Graph
47 Commits
Author SHA1 Message Date
Kai Liao a6defa7ae8 Update running_code_in_the_editor.rst to fix misplaced method defs in C# example
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
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
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
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
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
- 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)
* Add note that _run() can only be called from Godot's internal script editor
2025-03-02 11:50:21 -05:00
betalarsandtetrapod f766bad7db Add link to original issue
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
2025-01-23 23:44:31 +01:00
betalarsandtetrapod 76d10dc3f5 replace danger with warning
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
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
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
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
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
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
Related proposal: https://github.com/godotengine/godot-proposals/issues/754
2023-08-21 19:12:58 -07:00
FeatherAntennae 58e03e3afc - Rebased on master
- 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
PixdigitandYuri Sizov ef7dad0f4b Replace legacy setget in tool tutorial (#7225)
* 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.

---------

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
- 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
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 SantosandPaul Joannon b319da3f07 Update some C# examples for 4.0 (#6693)
* 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.

---------

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)
* 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)
* 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
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
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