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author | reduz <reduzio@gmail.com> | 2022-04-16 12:23:32 +0200 |
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committer | reduz <reduzio@gmail.com> | 2022-04-25 12:19:17 +0200 |
commit | 8580f377a3d7d72c319e9e5489bcbe1678ad704b (patch) | |
tree | 10f6ac97697013f8c0e5ef9f3004498b0e33aaec /editor/scene_tree_editor.h | |
parent | f4b0c7a1ea8d86c1dfd96478ca12ad1360903d9d (diff) |
Implement Scene Unique Nodes
Implements https://github.com/godotengine/godot-proposals/issues/4096
* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
Diffstat (limited to 'editor/scene_tree_editor.h')
-rw-r--r-- | editor/scene_tree_editor.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/editor/scene_tree_editor.h b/editor/scene_tree_editor.h index 547a5b57ca..3d88081ab1 100644 --- a/editor/scene_tree_editor.h +++ b/editor/scene_tree_editor.h @@ -53,6 +53,7 @@ class SceneTreeEditor : public Control { BUTTON_SIGNALS = 6, BUTTON_GROUPS = 7, BUTTON_PIN = 8, + BUTTON_UNIQUE = 9, }; Tree *tree = nullptr; |