Open JustCozzie opened 6 months ago
I think this must be a bug, there's nothing in editor_properties_array_dict.cpp that seems to suggest limiting to just built in types
Drag and dropping built-in resources don't work too if it's a @tool
script unless I restart the editor after defining the export variable in v4.3.beta [8bf8f41fc017531b502fe77b36c3b14e180cec5c].
That's likely a different bug, related to updating global classes, there's reports for it open, can't remember them specifically right now though
But the original bug still occurs on 4.3 and 4.2.2?
It does in v4.3.beta.
This is confirmed and is blocking using typed arrays in Func-Godot
Tested versions
Reproducible in Godot v4.2.1.stable
System information
Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.4630) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)
Issue description
When assigning Custom Resource files (verified .res and .tres) to the array of another Custom Resource class, files can only be drag-and-dropped from the FileSystem one at a time, unlike resources of built in types like Texture2D which can be assigned in bulk, extending the array as needed.
The Docs don't specify this functionality is intended to be limited to built in types:
Ideally all resources would work the same way, as it would drastically increase the ease of working with Custom Resources.
Steps to reproduce
Custom Resource 1
Custom Resource 2
Create multiple MoveBase files, and one MonsterBase file.
Shift-click to select multiple Movebase files in the FileSystem and click and drag them onto the empty learnableMoves array within a MonsterBase file. The cursor will change to a stop sign to show this is unallowed.
Changing/removing the type hinting in the learnableMoves allows you to successfully do the same with non-Custom Resource types.
Minimal reproduction project (MRP)
N/A