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Show correct icons in remote object inspector (EditorDebuggerRemoteObject) #98156
Show correct icons in remote object inspector (EditorDebuggerRemoteObject) #98156
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I think you can merge #98157 into this one. It is essentially the same as this one.
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I set the node's icon via @icon("res://icon.svg")
extends Node2D
Project: test.zip |
So, I did a lot of looking into this; to fix your test you can declare a class_name like so, and it will work: (BUT...)
I just found out there was another PR (#88427) that implemented this... oops :P. Theirs works without declaring |
If implementation wise your fix is similar to mine then I don't think having 2 open PRs that solve the same problem is a good idea. Maybe create a PR only for the EditorDebuggerRemoteObject fix? |
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Agreed, changed this PR into the EditorDebuggerRemoteObject fix, but if we need a new PR for some reason I can do that. I tested my changes with yours, and they worked good. BTW, your fix works for Autoload singleton scripts which is awesome and will help a ton with my projects. |
Currently, the node's icon is completely missing in the remote object inspector. Using the test project from #98156 (comment) |
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Hey, #88427 has code in it that would fix the icon missing when not defining a |
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Works as expected with #88427 which should be merged first.
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Thanks! |
Used to implement godotengine/godot-proposals#2084, used to fix #95209.<- Better implemented in #88427.This commit allows the remote scene view to display custom icons from classes (annotated with@icon
) and allows the remote object inspector to display the correct class icon for an Object. These help a lot with readability.This commit allows the remote object inspector (EditorDebuggerRemoteObject) to display the correct class icon for an Object.
Screen.Recording.2024-10-13.185549.mp4
Screen.Recording.2024-10-13.185222.mp4