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When you use batch rename you can ask him to rename to invalid node names. it won't raise any warning nor error it will just rename to a valid node names without informing you of the change. For comparison with simple renames this is shown as warning
Steps to reproduce
create a root Node and two Node children
select the two children
Batch rename the e to %
See that childrens have been renamed to Nod_ and Nod_2 without warning
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered:
We have a pretty standard way to validate and inform about errors. Create New Scene dialog for example:
Something like this could be implemented for the batch rename dialog.
Godot version
4.1.dev (1becfea)
System information
MacOS 13.3 M1 Pro
Issue description
When you use batch rename you can ask him to rename to invalid node names. it won't raise any warning nor error it will just rename to a valid node names without informing you of the change. For comparison with simple renames this is shown as warning
Steps to reproduce
e
to%
Nod_
andNod_2
without warningMinimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: