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Inconsistent edit and save behavior for embedded BehaviorTree
s
#240
Comments
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Other resource editors, such as the script and shader editor, save embedded with |
PS: It's kinda weird that "Save Scene" command ends up saving every change in the editor, which can also end up saving other scenes too (but not all of them necessarily?). It's probably because there is no dependency graph implemented for resources. |
A little bit more context...
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The saving process is overall a bit hacky in the engine. I don't use autosave, for example, because it tries to save every scene open in the editor so some resources also save multiple times, it triggers multiple Well, the worst-case scenario is losing changes so I understand going for redundancy if it means avoiding losing data. A dependency graph could help for sure.
Maybe |
It's a promising concept. Might be a good solution if we can make it handle properties with built-in resources somehow. |
#243 fixes built-in resources not being saved on save action (UI button or |
Godot version
4.3
LimboAI version
1.3-dev
LimboAI variant
GDExtension / AssetLib
Issue description
Embedded resources are considered read-only when the editor is not focused on the scene that holds them. In the BT editor, the inspector becomes read-only but the tree can still be edited.
It looks like it works with the default editor settings because it forces all scenes to save but when
run/auto_save/save_before_running
is disabled, manual save doesn't work for embedded BT of other scenes so changes are never applied.How to reproduce
main.tscn
,main.tscn
's behavior tree, andicon.tscn
.run/auto_save/save_before_running
.icon.tscn
's is the focused edited scene in the editor, move "print 2" above the "print 1" in the tree. And save (Ctrl+S
).print 1
and thenprint 2
.main.tscn
, save and run. The print orders changed.The text was updated successfully, but these errors were encountered: