Plugin Settings
To see them open Project Settings
and enable Advanced Settings
The settings will be located inside
Addons
group at the end
Main
Turn Callables to Buttons
With this on, turns exported Callables
to buttons
Call Without Changes Commits Action
Button related setting. With this on, all calls, even without changes still commits UndoRedo
action. Commited actions shows as faint grey text in Output
. Commiting action also marks current scene as dirty and in needs of saving
Call Action Template
Buttons related setting. Allows to specify your own format string for button actions
Validate Wait Time
Validate uses timer to slighly delay validation, when it tries to validate it again before the wait time, resets timer. Timer is also stopped as long as left click is pressed
Validate Use History
With this on, validate uses editor's history when it flushes values, i.e. all action can be undone, with some caveats. When off, flushes changes directly, they can't be undone
Copy Max Depth
The underlying system is relying on recursively copying object's properties. This setting sets maximum depth it is allowed to copy objects
Apply Changes to External User Resources
With this on, skips writing changes to buffer when it detect that it tries to write them to resource stored in .tres
/.res
file from outside of the resource script
Default Button Path
Path to RLinkButton
, will use its values for as default for all buttons and Callable
Function Names
Validate Changes
Will count all these methods as validate method, if empty, no methods will count. Default values:
validate_changes
_validate_changes
ValidateChanges
_ValidateChanges
Get RLink Settings
Will count all these methods as methods that return class settings. Default values:
get_rlink_settings
_get_rlink_settings
GetRLinkSettings
_GetRLinkSettings
C# Assembly Unload
Collect GC
Force GC collection on assembly reload
Execute Pending Continuations
Will call Dispatcher.SynchronizationContext.ExecutePendingContinuations()
on assembly reload, all TaskCanceledException
will be swallowed
Swallow Base Exception
Makes ExecutePendingContinuations
continue executing after encountering other exceptions
Misc
Duplicate Packed Arrays
Mainly visual thing, without it for some reason the inspector shows incorrect information if you resized it
Update Tree on Signal Change
From 4.4 does nothing, before that added temporary node to the scene tree to force it to update. Without it, showed incorrect information about signals