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Like in GDscript. And add a "Clear" option to the 'New Script' dialog.
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**Godot version:**
v3.1.stable.official
**Issue description:**
Visual Script no range how to remove null or one number :(
GDScript:
> for x in range(1, 5):
**Steps to reproduce:**
…
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**Godot version:**
3.2
**Issue description:**
VisualScriptEmitSignal is useless because its functionality can be replaced by the more flexible VisualScriptFunctionCall.
**Steps to reproduce:…
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> reduz: how difficult is it to make materials and visualscript binary files be text based?
> iFire: it requires severe hacking to resource format text, which I want to do eventually but not now
> r…
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**Godot version:**
3.2 e40aea7
**Issue description:**
It would be great if Godot would have a project statistics available in project menu from the top of editor.
I think that there should be …
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Generation of android bindings, using the latest master branch, fails due to Scons adding a "/nologo"-flag that shouldn't be there...
![Capture](https://user-images.githubusercontent.com/42484461/7…
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**Godot version:** `master` / 09732a1
**OS/device including version:** *Linux Mint 18.2 + Cinnamon 3.4.6*
**Issue description:**
Currently the process of calling functions in scripts defined in…
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Following some discussion with Karroffel and getting neikeq's GodotSharp module functional, I had an idea to make script/class organization easier, by having Godot automatically parse the project file…
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**Godot version:**
3.2
**OS/device including version:**
all
**Issue description:**
My proposal is to add few built-in functions into core.
One is called something like bmark_start - and …
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**Godot version:** 3.1 custom
**Issue description:**
When making a game with multiple minigames, using class names becomes impossible: you need to use Objective-c style horribly long names for you…