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Adding / Removing nodes to EditorSelection does not refresh Inspector (after 3.2.4 rc3) #46821
Comments
Might be another consequence of #32908 |
CC @Nehluxhes |
After looking into it, I think this is not a bug. Before ##32908, any selection change would cause a cascade of calls that would edit every selected node. Now nodes need to be edited (i.e. opened in the inspector) explicitly. EditorNode has a method called |
@KoBeWi I am able to push things to the editor with this inspect_object() call. Is that what you are talking about? |
Thanks! I had only used |
Btw. Any idea how to refresh the inspector to view multiple (selected) nodes ? |
Godot version:
Godot 3.2.4 rc3 and rc4
OS/device including version:
Windows 10
Issue description:
When adding nodes to selection (or removing them) via
EditorSelection
, the Inspector panel no longer gets refreshed - however the SceneTree is refreshed properly. It now only gets refreshed when the user selects / removes nodes as opposed to selecting from within a tool script. (Could not find a way to manually refresh the Inspector.)Steps to reproduce:
Follow the minimal reproduction project. Below are general steps:
EditorSelection
instance fromEditorInterface
instance (from anEditorPlugin
instance). Eg.EditorPlugin.new().get_editor_interface().get_selection()
.add_node(my_node)
or.clear()
to do the changes to the selection.selection_changed
fromEditorSelection
instance.)Minimal reproduction project:
LazyInspector.zip
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