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SceneTemplates are like editor-only script classes for scenes (they show up in the CreateDialog). ClassType is a convenience wrapper around engine classes, script classes, and scene templates.
The text was updated successfully, but these errors were encountered:
I am now in the process of refactoring this branch in the following ways:
Make CustomTypes indexed by name rather than by base type, to make it more like script classes and make tracking inheritance hierarchies easier.
Make CustomTypes support scenes as well.
Create a tab in the ProjectSettings for viewing and editing CustomType records.
Modify EditorPlugin.add_custom_type to interact with the new ProjectSettings tabs' data.
Add editor context menu shortcuts
FileSystem dock
Script file: "Promote to Custom Type Script"
Scene file: "Promote to Custom Type Scene"
Scene dock
Node with a script: "Promote to Custom Type Script"
Root node of scene: "Promote to Custom Type Scene"
Create an abstraction layer class around all class data, "ClassType". It will be a Reference type that provides a ClassDB-like interface that spans all class types:
engine classes
anonymous scripts
anonymous scenes
Custom Type scripts
Custom Type scenes
Script Class scripts
Update the CreateDialog to use the ClassType object.
Based on the discussion in godotengine/godot#21187, there is no need to continue working on this. Anything that can assist both the editor (can't be a module, must be in core or editor) and runtime (can't be in editor) would have to be in core, and any and all core changes that would enable a user-defined type system will not be approved by reduz.
SceneTemplates are like editor-only script classes for scenes (they show up in the CreateDialog). ClassType is a convenience wrapper around engine classes, script classes, and scene templates.
The text was updated successfully, but these errors were encountered: