Closed RcubDev closed 7 months ago
I suspect this must be a Godot bug - nothing to do with Beehave itself. Can you reproduce this with non-beehave nodes, too? @RcubDev
I think you're right this does occur inside the editor with normal nodes. I think it presents itself as worse because of the workflow for the plugin. I add an ActionLeaf to the scene tree and it automatically adds its internal script to the node (unlike godot's default nodes). So I have to detach the script and re-add the script to add my own implementation of the ActionLeaf. I think if that workflow is fixed this is not as much of an issue.
"The only way to add a scriptless custom class is via C++ module or GDExtension." This is an old reddit thread so maybe something is different now:
https://www.reddit.com/r/godot/comments/zo0hyj/make_custom_nodetypes_less_scriptlike/
But it sounds like with the beehave 3.0 coming the workflow issue would be fixed
Godot version: Godot Mono v4.2.1
Describe the bug After editing script to extend a Beehave node the scene tree does not update the icon
To Reproduce Steps to reproduce the behavior:
Expected behavior When editing a script to extend a Beehave node the scene tree's icon reflects after saving. It is not until you reload the scene that the icon takes.
Screenshots![image](https://github.com/bitbrain/beehave/assets/12516772/2aa244b5-3b77-4a66-8575-dfce7b248d44)