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Windows 10, Vulkan API 1.3.236 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1050 Ti, Intel i5-8300H
Issue description
When I use the "Export" attribute to export variables in C#, regardless of whether they are of type "Node" or "Resource", the creation dialog in the inspector in the editor is always the one for creating a "Resource", and it contains all "Resource" types instead of the matching ones.
Steps to reproduce
"Open the "Test" scene in the "Demo" project, which contains two "Export" variables - one is of type "Texture2D" and the other is of type "Node". Please check and create them in the inspector of the editor interface."
This was caused by #69988 when adding a new member to the PropertyHint enum made the PROPERTY_HINT_NODE_TYPE change its value from 34 to 35.
The C# source generator that generates the property info that is retrieved by the inspector is still generating 34 because the enum wasn't updated in the C# side.
This kind of change breaks compatibility, because libraries that were compiled against an older version of GodotSharp will use the old enum values. So I think the fix would be to move the new enum member to the end of the enum to prevent breaking compatibility while we still can before the 4.1 release.
Godot version
v4.1.dev.mono.custom_build [f717cc0]
System information
Windows 10, Vulkan API 1.3.236 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1050 Ti, Intel i5-8300H
Issue description
When I use the "Export" attribute to export variables in C#, regardless of whether they are of type "Node" or "Resource", the creation dialog in the inspector in the editor is always the one for creating a "Resource", and it contains all "Resource" types instead of the matching ones.
Steps to reproduce
"Open the "Test" scene in the "Demo" project, which contains two "Export" variables - one is of type "Texture2D" and the other is of type "Node". Please check and create them in the inspector of the editor interface."
Minimal reproduction project
Demo.zip
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