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UID:pretalx-godotcon-boston-2026-XL9RS3@talks.godotengine.org
DTSTART;TZID=EST:20260720T113000
DTEND;TZID=EST:20260720T123000
DESCRIPTION:Godot's custom @tool scripts and addons are a great way to augm
 ent your development flow in the editor\, but there's a dark underbelly to
  this side of scripting that you might not have considered: the EditorUndo
 RedoManager. It is a key piece that you need to utilize well in order to m
 anage your modified data reliably. If you've ever run into issues with des
 ynced or invalid game state after an undo or redo\, this talk is for you!\
 n\nIn this talk\, I will go over the purpose of the EditorUndoRedoManager\
 , how to take advantage of it for general tool & addon use cases\, and eve
 n how to perform some editor sorcery thanks to the power of **MERGE MODES*
 *. I will share some of my experiences working with it through our team's 
 efforts on TurnTide Tales\, and how I've managed to navigate around some t
 ruly nasty pitfalls that are easily overlooked. My goal is that by the end
  of this talk\, you will be better informed in how to design editor-adjace
 nt code that behaves well with the `ctrl+z` undo\, `ctrl+shift+z` / `ctrl+
 y` redo actions that developers intuitively rely on all the time!
DTSTAMP:20260708T090313Z
LOCATION:Workshop Room 2
SUMMARY:Making better tools with EditorUndoRedoManager - Samuel Kison
URL:https://talks.godotengine.org/godotcon-boston-2026/talk/XL9RS3/
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