Add Godot 4.7 autoload compatability, fix automatic autoload creation, and fix other plugin installation/uninstallation bugs - #240
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This was referenced Jul 2, 2026
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This PR mainly addresses this issue of not being able to manually name new autoloads in Godot 4.7.
Also included in this PR are various other fixes/improvements related to installation and uninstallation of the plugin. The main one being that automatic autoload creation is now working. I've broken each change up into isolated commits for cherry-picking convenience.
All of my changes and testing were conducted against the current
masterbranch running Godot 4.7-stable.Fixes
Fix 1 - get manual autoload creation working in Godot 4.7
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cyclops_global_scene.tscntocyclops_autoload.tscnallows the manual autoload creation process to succeed. Errors are thrown, but the window can be reloaded and the plugin enabled.Fix 2 - get automatic autoload creation working
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cyclops_level_builder.gd.Fix 3 - move automatic autoload creation and deletion to dedicated virtual methods
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_enter_tree()and_exit_tree(), respectively, to their own dedicated virtual methods_enable_plugin()and_disable_plugin(). This follows the pattern outlined in the latest docs.Fix 4 - fix parse errors related to direct references to
CyclopsAutoloadcommit
/addonsfolder, the parser throws a bunch of errors because the autoload isn't available yet. This issue has mostly been eliminated, but there's still one file with these references.Fix 5 - fix tool docks not being removed properly when plugin is disabled
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After enabling and disabling the plugin a few times:

Combined result
Plugin installation is now much easier and more reliable. After the files are added to
/addons, the plugin just needs to be enabled and that's it. Cyclops is ready to use, even without a window reload. The plugin can be enabled/disabled at will and no errors should be thrown in the console... except for one explained below.Remaining issues
When the files are first added to
/addons, there is still one parse error (which was existing). I looked into it a little, but didn't get anywhere. The error shows up twice:This parse error is not seen again after the files are initially added to
/addons, even after disabling/enabling the plugin.Testing
I've tried to do as much testing as I can, but it's been admittedly light. All of the main brushes and brush operations seem to work, but I haven't tested everything. I've also only tested this PR in Godot 4.7.
I last used Cyclops in Godot 4.1, so I'm getting used to the new toolbars and new features still.
btw: not having to use a parent
CyclopsBlocksanymore and having the toolbar always up is awesome!