adds code tabs and a better outline view
https://godotengine.org/asset-library/asset/2206
local obj = {} | |
obj.__index = obj | |
obj.name = "MenuExtraTrigger" | |
obj.version = "1.0" | |
obj.author = "Ste" | |
obj.license = "MIT - https://opensource.org/licenses/MIT" | |
-- Configuration table: key = action name, value = { app = ..., menuItem = ... } | |
obj.actions = {} |
class_name ScriptTesting | |
extends Node | |
var six: set = actual_setter | |
#var six: set = set_exclude_me | |
var seven: set= actual_setter, get = actually_get_something | |
var eight: get = actually_get_something, set= actual_setter | |
var nine: int: set= actual_setter, get = actually_get_something | |
var thirteen: int: set= actual_setter ,get = actually_get_something | |
var ten: Array[String]: get = actually_get_something, set= actual_setter |
- launch steam in console mode - terminal:
/Applications/Steam.app/Contents/MacOS/steam_osx -console
- go to the "console" tab at the top, to the right of shop and library
- Visit https://steamdb.info/ and find the entry for the game you wish to download. You will need to take note of the app ID (should be the first thing available) and the depot ID (navigate to "Depots" in the left-hand-side menu – and select the option from the table associated with content). For demos, explicitly search for the name + demo or go to the "related apps" tab at the bottom, they are normal steam games too, with id and depot
Logs are all stored in the /logs
folder.
The most recent one does not have a time stamp (named godot.log
or godot
if the extension is hidden)
Deleting settings and save files can resolve some issues, but can of course reset stuff. It's safer to move them to another folder as backup. File names differ for each game, fill them in for your community if you know them.
Saves are named ###
Settings are named ###
{ | |
"translatorID": "92c1c200-6cca-4dd0-8d61-573a50a60f16", | |
"label": "Steam Software", | |
"creator": "Ste", | |
"target": "store\\.steampowered\\.com\\/app", | |
"minVersion": "5.0", | |
"maxVersion": "", | |
"priority": 100, | |
"inRepository": true, | |
"translatorType": 4, |
Creating a new plugin is best done through the ProjectSettings under Plugins > Create (top right)
Messing up the editor nodes happens quite a lot. When it does, you can use the Reload Current Project button
from the top menu > Project. If it happens often, you can also set a shortcut for it.
Useful in combination with that is the EditorSetting (not project) to re-open all scenes which were previously open.
You can find it under this path interface/scene_tabs/restore_scenes_on_load
@tool | |
extends EditorPlugin | |
var last_path := [] | |
func _process(delta: float) -> void: | |
# Optimally just do this on button press or connected to a signal | |
var new_path := get_inspector_full_selected_path() |