【Godot】插件推荐系列#4 -游戏内部控制台 49810:20 【Godot】自定义UI组件系列#1 - 下拉菜单 56008:09 【Godot】自定义UI组件系列#2 - 横纵滑杆 50806:17 【Godot】Godot自带的拖拽功能(drag&drop) 55506:23 【Godot】自定义UI组件系列#3 - 滚动条 55205:52 【Godot】插件推荐系列#2 -色板管理 299...
} 开发者ID:KellyThomas,项目名称:godot,代码行数:27,代码来源:soft_body.cpp 示例5: accumulate ▲点赞 1▼ voidaccumulate(constNodePath& nodePath){if(nodePath.empty())return;unsignedinti =0;if(_ignoreCameras) {// we need to found out the last absolute Camera inNodePathand// set the i in...
Godot version: 3.1 OS/device including version: OSX Latest Issue description: I changed the node path of a node that hasEditable Childrenenabled, and it disabledEditable Children. The edits made to the children do not change, but the child nodes are not accessible anymore. If I turnEditable ...
Godot v4.4.dev2.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 31.0.15.4633) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads) Issue description When the target of an exported NodePath property has its script overridden in an inherited scene,...
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Tested versions v4.2.2.stable.official [15073af] System information macOS 12.6.7 Issue description When connecting a signal from editor's UI with binding NodePath argument, it has a relative path from sender, which becomes incorrect once...
Another part of the godot editor receives the signal with the Ref<Script> in it and attach it to the Node. We have very little control over the whole process. Our only leeway is our ScriptLanguage and ResourceSaver/Loader implementations. On our side we want the following behavior : Creatio...
Tested versions Reproducible in: v4.3.stable.mono.official [77dcf97] System information Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (NVIDIA; 32.0.15.6094) - AMD Ryzen 5 5600G with R...
Godot version SHA-1: 1bd0b29 System information Windows 10, Vulkan, Intel® Core™ i7-8700K, Nvidia GTX 1080 (471.11) Issue description Scripts now allow you to export node variables with explicit types, including those defined by scripts. However, while using a script type defined by ...
Additionally, I see this error in the Godot Output console: res://addons/proton_scatter/src/stack/inspector_plugin/ui/modifier/components/parameter_node_selector.gd:67 - Attempt to call function 'get_icon' in base 'null instance' on a null instance. Workaround As mentioned in the Terrain...