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Windows 10 64 bits GLES3 GeForce GTX 1060 6GB/PCIe/SSE2
Issue description
In Godot 3.2.3, clicking on a resource property with a resource in it does expand that resource into a sub-inspector. But there was the alternative to right-click, and on the context menu, choose "Edit". This would open the resource in a dedicated inspector instead.
In Godot 3.4 rc1, that option no longer works that way. Instead it does the same thing as toggling the sub-inspector, making it less useful than it was. If you ever want to open an embedded resource in a full inspector temporarily, it has become impossible now. The only way is to save it to a file and double-click the file, or maybe turn off the option to use sub-inspector completely, if it exists.
Steps to reproduce
Using the reproduction project below.
When using Godot 3.2.3:
Open the theme.tres resource.
Click on the DefaultFont property value.
Observe a sub-inspector opens.
Right-click on the "Default Font" property, choose "Edit"
Observe the font opens in a dedicated inspector.
When using Godot 3.4 rc1:
Open the theme.tres resource.
Click on the DefaultFont property value.
Observe a sub-inspector opens.
Right-click on the "Default Font" property, choose "Edit"
Observe the sub-inspector collapes instead. Further "Edit" clicks keep toggling the sub-inspector and don't open a dedicated one.
Both clicking on the resource header and clicking on the "Edit" option does indeed trigger the same signal and the property inspector does the same thing. That logic was the same before, I see no code that would forcefully open the resource in a full inspector from the "Edit" button in the previous versions of Godot. (I used my resource picker PR to compare, as that would've been the cause for the possible changes, #49491)
What's different now is that the Font resource now has an editor associated with it, the Theme Editor. This is needed for the theme editor to remain open when you start editing resources of the theme. This fact affects the logic of sub-inspectors and we can't do much about it until we properly fix the issues with resource editors and sub-inspectors. But, again, it's the same exact logic in 3.2.3 (or at least 3.3), it just that Font didn't have any editor associated with it before.
So this is not a regression. We can make the "Edit" menu option do what you describe for usability purposes, though. I see no problem with that.
I took a second look, and I do see the difference now. Sorry for that, a bit hard to read the original code. Okay, let's restore the regression label I guess. I'll provide a solution for it tomorrow (I was going to either way).
Godot version
3.4 rc1
System information
Windows 10 64 bits GLES3 GeForce GTX 1060 6GB/PCIe/SSE2
Issue description
In Godot 3.2.3, clicking on a resource property with a resource in it does expand that resource into a sub-inspector. But there was the alternative to right-click, and on the context menu, choose "Edit". This would open the resource in a dedicated inspector instead.
In Godot 3.4 rc1, that option no longer works that way. Instead it does the same thing as toggling the sub-inspector, making it less useful than it was. If you ever want to open an embedded resource in a full inspector temporarily, it has become impossible now. The only way is to save it to a file and double-click the file, or maybe turn off the option to use sub-inspector completely, if it exists.
Steps to reproduce
Using the reproduction project below.
When using Godot 3.2.3:
theme.tres
resource.When using Godot 3.4 rc1:
theme.tres
resource.Minimal reproduction project
EditSubInspectors.zip
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