<commit_before><?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspector" inherits="ScrollContainer" version="3.2">
	<brief_description>
	</brief_description>
	<description>
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="refresh">
			<return type="void">
			</return>
			<description>
			</description>
		</method>
	</methods>
	<members>
		<member name="scroll_horizontal_enabled" type="bool" setter="set_enable_h_scroll" getter="is_h_scroll_enabled" override="true" default="false" />
	</members>
	<signals>
		<signal name="object_id_selected">
			<argument index="0" name="id" type="int">
			</argument>
			<description>
			</description>
		</signal>
		<signal name="property_edited">
			<argument index="0" name="property" type="String">
			</argument>
			<description>
			</description>
		</signal>
		<signal name="property_keyed">
			<argument index="0" name="property" type="String"><commit_msg>doc: Add description for EditorInspector<commit_after><?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorInspector" inherits="ScrollContainer" version="3.2">
	<brief_description>
		A tab used to edit properties of the selected node.
	</brief_description>
	<description>
		The editor inspector is by default located on the right-hand side of the editor. It's used to edit the properties of the selected node. For example, you can select a node such as Sprite2D then edit its transform through the inspector tool. The editor inspector is an essential tool in the game development workflow.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="refresh">
			<return type="void">
			</return>
			<description>
			</description>
		</method>
	</methods>
	<members>
		<member name="scroll_horizontal_enabled" type="bool" setter="set_enable_h_scroll" getter="is_h_scroll_enabled" override="true" default="false" />
	</members>
	<signals>
		<signal name="object_id_selected">
			<argument index="0" name="id" type="int">
			</argument>
			<description>
			</description>
		</signal>
		<signal name="property_edited">
			<argument index="0" name="property" type="String">
			</argument>
			<description>
			</description>
		</signal>
		<signal name="property_keyed">
			<argument index="0" name="property" type="String">
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