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Editor inspector not updated on changing properties which use LineEdit
for editing
#43238
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Adds a cache to the inspector in order to update only modified properties when the property list changes and keep the previous controls whenever possible. This allows calls to property_list_changed_notify to trigger inspector updates without resetting all properties. Fixes godotengine#43238 (re-applies godotengine#44326, reverted because of regression godotengine#44854) Also fixes change signal emission for multiline string properties (same as godotengine#44326 but for multiline strings).
For info, this still doesn't work on master at the moment (efc8748). There are two issues: Here's the updated script for 4.0:
|
Reproduction project seems broken. |
I can confirm that this is still a issue. In my project, when changing an exported string variable, other exported values should be resetted, but they keep their original value. A solution to this is to click to anything in the editor, since the editor loses the focus on the current node. When selecting again the node, all the value are properly updated. It's good that there is a work-around, but it's a bit too clunky. |
Godot version:
3.2.3.stable
OS/device including version:
Windows 10.
Issue description:
The
property_list_changed_notify()
doesn't update the editor inspector if the property's value isString
.I've stumbled upon this while working on goostengine/goost#30, so the same issue is also reproducible on the C++ side with the
_change_notify()
.This seems to work for other types for the "type" property.
Reverting the
type_string
property back to default value forces to update the inspector eventually. Switching the arrows (resource history) also works to force update the inspector that way.This sounds like a bug to me, I don't see why it wouldn't work in this case.
Steps to reproduce:
Minimal reproduction project:
property_list_changed_dynamic_string.zip
The text was updated successfully, but these errors were encountered: