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...
=> More informations about this toot | More toots from coaguco@mastodon.gamedev.place
@coaguco is that a bug or a feature?
=> More informations about this toot | More toots from dbat@mastodon.gamedev.place
@dbat As far as I can tell it is intended but I could be wrong.
=> More informations about this toot | More toots from coaguco@mastodon.gamedev.place
@coaguco that would be irksome!
=> More informations about this toot | More toots from dbat@mastodon.gamedev.place
@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?
=> More informations about this toot | More toots from coaguco@mastodon.gamedev.place
@coaguco Indeed. It seems counter-productive.
=> More informations about this toot | More toots from dbat@mastodon.gamedev.place This content has been proxied by September (3851b).Proxy Information
text/gemini