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Children Class Nodes Can't Display Parent Classes' Exports #756

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SolarLune opened this issue Oct 6, 2014 · 6 comments
Closed

Children Class Nodes Can't Display Parent Classes' Exports #756

SolarLune opened this issue Oct 6, 2014 · 6 comments
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@SolarLune
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Hey, there. So basically, if you have a node that's running a script that extends a parent's script, and that parent' script exports a variable, it won't reliably display in the "child" node. It can display after reloading the scene, but disappears again after you save.

Here's a forum thread talking about the problem.

http://www.godotengine.org/forum/viewtopic.php?f=11&t=980

@reduz
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reduz commented Oct 6, 2014

definitely a bug, will take a look at this when i'm done with the build
system rewrite

On Mon, Oct 6, 2014 at 7:58 PM, SolarLune [email protected] wrote:

Hey, there. So basically, if you have a node that's running a script that
extends a parent's script, and that parent' script exports a variable, it
won't reliably display in the "child" node. It can display after reloading
the scene, but disappears again after you save.


Reply to this email directly or view it on GitHub
#756.

@SolarLune
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Cool. Thanks!

@reduz
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reduz commented Oct 30, 2014

i think this is fixed, please check

@SolarLune
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Hm, the issue still seems to be there. I'm using a custom build from the latest pull of the source here - I built it myself today. While a new export variable displays correctly on saving the script file, an exported variable in the script it extends won't appear reliably. On saving a script, the exported variable disappears, but appears if I reload the scene.

reduz added a commit that referenced this issue Dec 7, 2014
-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
@adolson
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adolson commented Dec 10, 2014

close if fixed

@akien-mga
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Actually a duplicate of #582.

CoreTaxxe pushed a commit to CoreTaxxe/godot that referenced this issue Oct 27, 2024
Fixed the visual studio project creation for debugging
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