Doeke Wartena
bc7f01ea1e
Update making_plugins.rst
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preload returns a resource which is not possible for @icon.
The change shows the exact line that has to be used to make it work.
2026-05-02 23:03:51 +02:00
Hugo Locurcio
3d66d4640b
Replace mentions of the default icon.png with icon.svg
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Godot 4.0 and later creates `icon.svg` instead of `icon.png` in new
projects.
2026-04-19 23:42:56 +02:00
Dylan Nguyen
3141668b86
Merge pull request #11819 from guacboy/patch-1
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doc: Clarify that @tool script changes do not auto-mark scene as unsaved
2026-03-22 00:01:25 +01:00
Max Hilbrunner
ee2bd1b113
Merge pull request #11826 from mgjv/tool-behaviour-array-dict
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Add some info on how to react to changes to an `Array` or `Dictionary` in a `@tool` script
2026-03-21 23:54:00 +01:00
Martien Verbruggen
3683665d1c
Update running_code_in_the_editor.rst
2026-03-06 14:23:27 +01:00
odwn
a3509d28b2
Correct number of extra methods in making_main_screen_plugins
2026-03-05 13:51:43 +11:00
Jack Pettigrew
8e444e42bc
Added EditorScript C# code examples to Running code in the editor ( #11748 )
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* Added C# code examples to EditorScript docs
* Additional note about C# tools and script editor
2026-02-20 12:27:26 -05:00
Max Hilbrunner
7e3e46245b
Merge pull request #11712 from Calinou/running-code-editor-editorscript
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Update EditorScript information in Running code in the editor
2026-02-03 02:52:42 +01:00
Hugo Locurcio
92311fcf4d
Update EditorScript information in Running code in the editor
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- Use `Node.find_children()` to remove the need for a custom
recursive traversal method.
- Use `EditorInterface.get_edited_scene_root()` instead of
deprecated `EditorScript.get_scene()`.
- Use `EditorInterface.mark_scene_as_unsaved()` when relevant.
- Mention 2 new ways to run an EditorScript, both of which
are supported when using an external editor.
2026-02-03 01:40:30 +01:00
Hugo Locurcio
530c972c47
Fix leftover deprecated method call in C# code sample in Making plugins
2026-02-02 20:24:43 +01:00
Yarvin
9a426c10a9
Add information about debugging tool scripts.
2026-01-21 06:26:18 +01:00
Hugo Locurcio
a2922de199
Merge pull request #11617 from Calinou/remove-outdated-outdated-article-labels
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Remove outdated "outdated article" labels, update Using the web editor for 4.5+
2026-01-17 13:31:38 +01:00
Leandro (Cerberus1746) Benedet Garcia
221b7130c4
Improve create node tutorial in the plugins section to use class_name instead ( #11599 )
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* Improve node plugin creation tutorial
* Apply suggestions from code review
---------
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2026-01-17 07:26:02 +01:00
Hugo Locurcio
d691e62e1d
Document naming convention and requirements in Visual Shader plugins
2026-01-15 03:35:32 +01:00
Logan Detrick
f8f118f12d
Update documentation around EditorDock
2025-12-11 16:48:05 -08:00
Hugo Locurcio
0fb44267fe
Emphasize script classes over custom types in Making plugins
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Custom types were more relevant in the early Godot 3.x days,
but nowadays, script classes should be preferred whenever possible
(i.e. in any non-C# language).
2025-12-02 17:47:48 +01:00
Hana - Piralein
f90da42c9c
remove "activate now" button
2025-11-05 08:00:06 +01:00
Max Hilbrunner
f6b40a054e
Merge pull request #11352 from Calinou/remove-old-version-references
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Remove old Godot version references to simplify documentation
2025-10-11 12:45:38 +02:00
notroid5
dfb46cecbe
Replace deprecated Color8 ( #11361 )
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* Replaced deprecated `Color8`
---------
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
2025-10-09 13:40:38 +02:00
Hugo Locurcio
b3cbe5f777
Remove old Godot version references to simplify documentation
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This follows the documentation writing guidelines, specifically
the "When to refer to a specific Godot version" section.
This also removes warning blocks for a known issue that was resolved in Godot 4.5.
2025-10-07 19:01:12 +02:00
Rageking8
2df068f087
Add some button roles ( #11257 )
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* Add some `button` roles
2025-09-07 12:55:33 -04:00
Kai Liao
a6defa7ae8
Update running_code_in_the_editor.rst to fix misplaced method defs in C# example
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OnResourceSet() and OnResourceChanged() were invalidly defined outside of the class examples
2025-08-05 17:18:15 -07:00
AtelierFerrofell
edebaa4fb7
Update running_code_in_the_editor.rst to fix error in example code
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Example was potentially trying to connect a signal from a null reference
2025-08-05 02:34:48 -07:00
Matthew
90fc3e7915
Merge pull request #10820 from ryevdokimov/autoload-nodes-can-be-accessed-with-tool-scripts
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Autoload nodes can be accessed in the editor if they're using tool scripts
2025-07-27 14:41:39 -04:00
Matthew
3f65fd4614
Merge pull request #10888 from Calinou/running-code-in-the-editor-static-context
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Clarify rules around which scripts require `@tool` in Running code in the editor
2025-07-18 07:54:13 -04:00
A Thousand Ships
92cd36b50e
Various grammar and spelling fixes
2025-06-23 16:37:26 +02:00
Matthew
3dbb51b86c
Merge pull request #10889 from Calinou/running-code-in-the-editor-no-debugger
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Mention the lack of debugger support in Running code in the editor
2025-04-23 10:01:08 -04:00
Hugo Locurcio
ab7c43c899
Clarify rules around which scripts require @tool in Running code in the editor
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- Mention that static methods work, but not static variables.
- Emphasize the use of version control due to the lack of undo/redo.
2025-04-22 14:47:20 +02:00
Hugo Locurcio
c737b30d5d
Mention the lack of debugger support in Running code in the editor
2025-04-22 14:38:51 +02:00
Hugo Locurcio
72834c31a3
Fix typo in C# example in Running code in the editor
2025-04-22 14:14:59 +02:00
Robert Yevdokimov
0c64741bba
Autoload nodes can be accessed in the editor if they're using tool scripts
2025-03-30 23:57:23 +04:00
lordstickman543
ff50eb0a00
Update making_main_screen_plugins.rst
2025-03-16 11:21:09 -06:00
Adriaan
f0f13fcdbb
Clarify that EditorScript can only run using the internal script editor ( #8623 )
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* Add note that _run() can only be called from Godot's internal script editor
2025-03-02 11:50:21 -05:00
betalars
f766bad7db
Add link to original issue
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Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com >
2025-01-23 23:44:31 +01:00
betalars
76d10dc3f5
replace danger with warning
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Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com >
2025-01-23 23:43:41 +01:00
betalars
8d14299b06
fixes #7184 : adding warning about tool scripts needing editor restart
2025-01-23 11:05:25 +01:00
Max Hilbrunner
c477a8ef60
Merge pull request #10282 from tetrapod00/expand-project-settings
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Overhaul Project Settings page
2025-01-03 10:42:08 +01:00
tetrapod00
c4d3aa134a
Standardize RST header syntax
2024-12-29 13:44:09 -08:00
tetrapod
a64084d491
Merge pull request #9743 from vgezer/scripteditor
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Text editor documentation
2024-12-18 14:03:58 -08:00
Volkan Gezer
c8be8497af
Text editor documentation
2024-12-13 12:03:17 +01:00
easterNday
f967e9e135
Fix C# main screen plugin example and document C# EditorInterface singleton ( #9399 )
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* 🐞 fix(plugins): fix syntax errors
Correct the syntax errors in the plugin development section, specifically by modifying 'EditorInterface' to 'EditorInterface.Singleton' in the C# portion. It is imperative to utilize the singleton pattern here to ensure the plugin successfully compiles.
* 🐞 fix(different): ADD exceptions
Provide explanations for Singleton exceptions of `EditorInterface`
2024-12-10 11:08:19 -08:00
tetrapod00
42abf26423
Update Project Settings page
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- Add screenshots
- Document reading and writing settings
- Document manually editing project.godot
- Note that most settings are changed in different
classes at runtime
2024-11-17 22:29:44 -08:00
Max Hilbrunner
723a9a38c8
Merge pull request #9873 from HolonProduction/sub-plugins
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Document sub plugins
2024-11-17 13:09:45 +01:00
tetrapod00
f2717085dc
Change warnings to dangers if data loss can occur
2024-11-12 01:15:51 -08:00
Max Hilbrunner
e78f537a33
Merge pull request #9979 from godotengine/Hilderin-documentation_add_autoload_singleton_in_plugin
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Fix code sample for add_autoload_singleton in plugin
2024-10-05 13:50:04 +02:00
Kleidon
cde678c53b
Fix "some times" typo
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The space in "some times" is a mistake and should be removed as it should be one word, not two (as can be seen when it is used correctly further down the page at the start of the, "Running one-off scripts using EditorScript" section).
2024-10-03 18:46:30 -06:00
Hilderin
69d0d47efb
Fix code sample for add_autoload_singleton in plugin
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- Add documentation for issue https://github.com/godotengine/godot/issues/68285
2024-09-19 20:02:07 -04:00
HolonProduction
06d9bcd36e
Document sub plugins
2024-08-31 17:38:51 +02:00
The-Cyber-Captain
a293204d03
Fix outdated method name in code sample in 3D gizmo plugins ( #9695 )
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Addresses "Unnamed Gizmo" error when following example code;
now overriding `_get_gizmo_name` function, not `get_name`.
2024-08-02 01:41:45 +02:00
A Thousand Ships
36e2351df2
Fix invalid indentation in various files
2024-06-06 16:16:45 +02:00