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Targeting 3.1
**Issue description:**
Visual Scripting UX takes too much effort to call a function. It takes too many clicks.
**Steps to reproduce:**
Current flow:
1. Add a new str input t…
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In brief, my proposal is as follows: add "GDScript: " in front of tooltips. I think it would make it more easy to figure out what those tooltips mean. Ex: "GDScript: 'size/always_on_top'" or without q…
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Now that Godot 3.0 entered [release freeze](https://github.com/godotengine/godot/issues/15321), I started to look which areas of the [docs](http://docs.godotengine.org/en/latest/) are ready for 3.0 re…
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When saving a visual script, your only option is the vs extension. This results in a binary file which isn't readable from a text editor. With other resources, you're given the option to choose betwee…
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**Godot version:** `master` / 05b1843
**OS/device including version:** *Linux Mint 18.2 + Cinnamon 3.4.6*, *Mono 5.4.1.6*
**Issue description:**
I'm not sure this should already work.
Godot …
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Currently, if I wished to programmatically create a scripted type, my only two options are to create write GDScript code to a file, and then load that file as a script (so read, parse, and compile it)…
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I noticed the GDScript documentation for exp refers to e as "Euler's constant", which is actually [a totally different thing](https://en.wikipedia.org/wiki/Euler%E2%80%93Mascheroni_constant) and denot…
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**Operating system or device, Godot version, GPU Model and driver (if graphics related):**
Godot 3.0 master https://github.com/godotengine/godot/commit/da144fed4c49133a93b3b83cfc665352c0af351a
**I…
mrcdk updated
6 years ago
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I'm looking at documenting the VisualScript* nodes in the class ref, and I think there's a need for a common description standard for them. In the description text, it seems useful to describe the nod…
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**Operating system or device, Godot version, GPU Model and driver (if graphics related):**
Mac OS, 3.0 build bf12b45
**Issue description:**
Adding or selecting the "In" operator node hangs the ed…