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Scripts not added retroactively to instanced inherited scenes open in editor #10156
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edit: this comment is totally useless |
Ok I was wrong, @akien-mga help me realize it's a real bug which was not present in 2.x. Sorry for being smart-ass! |
I was trying to reproduce, but I was unable to do this with provided reproduction steps. But after adding inheritance to the mix, the issue is reproducible for me:
I used db7f491 build |
I can still reproduce this in the current master branch (52165fa). There's a workaround though, as when following the above steps to reproduce, the As such, it's not necessarily critical to fix for 3.0, so moving to 3.1 milestone. |
Could not reproduce this on master 451e5fd. |
I could still reproduce on master using the exact steps outlined in #10156 (comment). Reopening the |
It's only a cosmetic issue as things do work once you reload the scene/run the game, so not blocking for the 3.1 milestone. |
Oh yeah I reloaded the scene, that makes sense. |
I can't seem to reproduce it in 3.1.1 |
Still reproducible for me in master (a46b8e1), again following the precise steps outlined in #10156 (comment) If you close |
Ah, I was adding the script to Child scene. Nevermind then. |
As far as I can understand, refresh/fix should happen somewhere in godot/editor/scene_tree_dock.cpp Line 162 in 3c133ae
Am I wrong? |
Sooo I tried to reproduce it in 3.2.3 rc4 and reloading the scene no longer helps. Here's what I get in the tscn file:
So it got worse. |
bugsquad edit: reproduction steps which were used to confirm the issue are here: #10156 (comment)
Operating system or device - Godot version:
OS: Windows
Godot Version: 3.0 Alpha Build 1
Issue description:
I have found a problem where when I add a script to a scene, all nodes that instance that scene don't get the script.
Steps to reproduce:
The text was updated successfully, but these errors were encountered: