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Trying to make gamedev easier.

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godot-4.0-tool_button's Issues

Property not found: global/show_default_buttons

In the documentation you seem to imply the show_default_buttons is enabled by default, or maybe the documentation is not up to date about this setting?

Furthermore, when trying to enable it from Project Setting > Global > Show Default Buttons, I get error:

core/config/project_settings.cpp:334 - Property not found: global/show_default_buttons

This is in Godot 4.1

Invalid call when adding a script to StaticBody3D [Godot4 Beta10]

Godot v4.0.beta10.official [d0398f62f]

Error:

res://addons/tool_button/TB_InspectorPlugin.gd:43 - Invalid call. Nonexistent function '_get_tool_buttons' in base 'StaticBody3D ()'.
res://addons/tool_button/TB_InspectorPlugin.gd:85 - Invalid call. Nonexistent function 'new' in base 'GDScript'.

Script:

@tool
extends StaticBody3D

func _get_tool_buttons():
	return ["set_materials"]
	
func set_materials() -> void:
	print("Set materials")

Method using defaults rather than args

I'm testing the tool out using the example and the advanced example is not taking the args and is using the default args in the method definition. In short it's using 1 + 1 + 1 = 3 rather than the other numbers.

Non existent function _get_tool_buttons

Have you tried this in Godot 4.1?

I faced some issues to get it to work, I was getting a bunch of errors like:
TB_InspectorPlugin.gd:43 - Invalid call. Nonexistent function '_get_tool_buttons'

Obviously, the method was there, as there is a has_method check before the call. After trying a few things what worked for me was to disable the plugin, remove the script from my object, then enable the plugin, and finally add the script back (or maybe the last two steps were the other war around).

Maybe it's a Godot issue but it would be nice if you could check what causes this.

EDIT. After working a bit more with it, the error shows up again and couldn't find a way to work-around it this time. Even restarting Godot does not help.

EDIT2. Ok, it seems my mistake was changing the type of my Node in the inspector to the Class of my script. Once I moved it back to type Node it started to work again!

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