Ancestors

Toot

Written by Gramps Garcia on 2024-12-01 at 16:39

Godot disconnecting signals set via Inspector with binds when an error in the script is detected has to be the worst "improvement" in 4. I guess, at least, it makes me hardcode all my signal connections...

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Descendants

Written by dbat :godot: on 2024-12-01 at 17:14

@coaguco is that a bug or a feature?

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Written by Gramps Garcia on 2024-12-01 at 19:17

@dbat As far as I can tell it is intended but I could be wrong.

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Written by dbat :godot: on 2024-12-02 at 05:36

@coaguco that would be irksome!

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Written by Gramps Garcia on 2024-12-02 at 15:43

@dbat Yeah, it is better to always connect them through code but if the editor will just disconnect the ones set through Inspector on its own... what is the point of using that?

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Written by dbat :godot: on 2024-12-02 at 16:06

@coaguco Indeed. It seems counter-productive.

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