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Add inherited variables support for script debugger #18410
Add inherited variables support for script debugger #18410
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Seems very nice, fine to merge by me |
I don't get it. What is base.gd and script_base.gd? Which one is the base script? |
script_base looks to be the base (see BASE_CONST at the bottom) |
And what is base.gd? 😄 |
Example of really poor naming 😆 |
@neikeq This class extends base.gd which extends script_base.gd :p |
So if I understand correctly, in the image above we see A (script with the If that were the case, I think script_base.gd should be nested inside base.gd, not placed after it. e.g.:
instead of
and maybe the base class should be placed before the other members:
folded by default, of course. |
I don't think it needs to be nested. It's like the regular Inspector: the derived class is shown first then it goes to each the parent classes. Godot doesn't have multiple inheritance, so if you nest them it'll just create a line of nested sections, reducing horizontal space as well. |
After thinking about the Inspector example, I think it's fine this way. |
Now that Godot 3.1 has been released, we don't plan to cherry-pick new features and enhancements to the 3.0 branch, unless there is very strong support in favor of it. Removing cherrypick label for 3.0. |
Fix #18346