Closed mao437303994 closed 1 year ago
Please provide an MRP to indicate what specific steps you are doing, or at minimum an actual description of what you are doing, without that not only are we unable to tell what's wrong, we also can't tell if you're doing something wrong
The titles on the form are not optional, you have to fill them in
Please provide an MRP to indicate what specific steps you are doing, or at minimum an actual description of what you are doing, without that not only are we unable to tell what's wrong, we also can't tell if you're doing something wrong
The titles on the form are not optional, you have to fill them in
I have set up a custom "Multiplayer API" on scenario A, and also set up a custom "Multiplayer API" on its sub scenario B. However, sub scenario B cannot obtain its own "Multiplayer API", and only obtains scenario A's "Multiplayer API". If I am not allowed to set up a "Multiplayer API" on sub scenario B, why not prevent it. I hope to obtain my own "Multiplayer API" for sub scenes.
Please attach an MRP with your script and scene
small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the .godot folder in the archive (but keep project.godot). Required, unless the reproduction steps are trivial and don't require any project files to be followed. In this case, write "N/A" in the field.
Please attach an MRP with your script and scene
small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the .godot folder in the archive (but keep project.godot). Required, unless the reproduction steps are trivial and don't require any project files to be followed. In this case, write "N/A" in the field.
I think I know what might be causing this, will take a look when I have time
Got a fix working, PR is open
Got a fix working, PR is open
If the name of a node changes, the result obtained by "get_multilayer" is also incorrect because the map still stores the previous NodePath
If the name of a node changes, the result obtained by "get_multilayer" is also incorrect because the map still stores the previous NodePath
Oh my bad, that's not covered here nor is it supported atm, not in the bounds of this PR, open a separate issue please
g.
"set_name" changes the name of node Test, and getting the result should not be correct
If the name of a node changes, the result obtained by "get_multilayer" is also incorrect because the map still stores the previous NodePath
Oh my bad, that's not covered here nor is it supported atm, not in the bounds of this PR, open a separate issue please
My SDK of Godot is still old and has bugs that make it difficult to demonstrate
Yes, and I understand you expect it to work this way, but it unfortunately does not, please open an issue for that specifically as it is not within the bounds of the report in this, you don't mention it, and this is about a specific thing, the issue of not getting the path of this, but I will add a comment to the documentation clarifying this is a limitation currently at least
The issue here is that in SceneTree
you set the multiplayer associated with a path, and it doesn't require a node to actually exist, so handling the renaming of a node is separate, and you can get other issues if you actually rename it
So, to make it easier to track this, please open a separate issue for that specifically so we can investigate that separately (as it is more involved)
And I'm not convinced it's a bug, as you set it to a path in SceneTree
not to a node
Update: This is not a bug, see #77829 for explanation, but the PR now fixes the incorrect assignments that cause this confusion
Godot version
4.1.dev
System information
Window 10
Issue description
If the result is what you expect, why not block it when you set the value, the value is successfully set in the Map, but when you get it, it's not what you expect, and you make mistakes.
Steps to reproduce
N/A
Minimal reproduction project
N/A