-
Notifications
You must be signed in to change notification settings - Fork 11
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[refs #8][Godot 3] Add AnimationPlayer import #9
base: master
Are you sure you want to change the base?
[refs #8][Godot 3] Add AnimationPlayer import #9
Conversation
…the pxo file instead of a parameter
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM overall, just a few comments from my side :)
{"name": "Sprite2D", "default_value": false, "usage": PROPERTY_USAGE_GROUP}, | ||
{"name": "scale", "default_value": default_scale}, | ||
{"name": "Animation", "default_value": false, "usage": PROPERTY_USAGE_GROUP}, | ||
# 65536 = PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED, but not exported in GDscript. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Could this fix the reload issue for the SpriteFrames importer as well?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Sadly no, it only refreshes the import panel, and call the get_option_visibility
method
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Ahh okay
One things I forgot to mention, the open Pixelorama doesn't work with this import, the double click is the default Godot behavior (a dialog asking to create an inherited scene) |
Add the animation player import to godot 3.
The import option contains:
It also:
More details in #8