267 Commits

Author SHA1 Message Date
Doeke Wartena bc7f01ea1e Update making_plugins.rst
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
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
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
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)
* 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
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
- 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Hugo Locurcio a2922de199 Merge pull request #11617 from Calinou/remove-outdated-outdated-article-labels
Remove outdated "outdated article" labels, update Using the web editor for 4.5+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)
* 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
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
Remove old Godot version references to simplify documentation
2025-10-11 12:45:38 +02:00
notroid5 dfb46cecbe Replace deprecated Color8 (#11361)
* 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
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)
* 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
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
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
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
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
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
- 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)
* 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
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
2025-01-23 23:44:31 +01:00
betalars 76d10dc3f5 replace danger with warning
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
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
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)
* 🐞 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
- 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
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
Fix code sample for add_autoload_singleton in plugin
2024-10-05 13:50:04 +02:00
Kleidon cde678c53b Fix "some times" typo
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
- 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)
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