Godot version:
3.2.3 RC5
OS/device including version:
Windows 10
Issue description:
1 - Using tool script spawn node in the scene tree. It is visible in the viewport but not in the scene tree. It becomes invisible if the parent is turned invisible. I'd like to generate a scene with a tool script and save the scene. Or delete node it was unnecessarily generated.
2 - Tool script triggers _ready() method on opening scene in the editor. Meaning the ready method needs to be altered every time script using the scene needs to be opened, so it doesn't happen on opening. There needs to be a way to gate the _ready method for a time while in the editor (like callback _ready_editor( ) ) and not trigger logic that's made for the game runtime.
Steps to reproduce:
Minimal reproduction project:
ToolSpawner.zip
The owner must be set after the child is added.

This made me realy happy!
But is there a way to separate tool script in editor _ready?
Also if this spawning connects a signal, shouldn't the note show icon of connected signal? Or that is reserved to only connected in the editor Node tab?
But is there a way to separate tool script in editor _ready?
if Engine.editor_hint:
#editor specific code here
Also if this spawning connects a signal, shouldn't the note show icon of connected signal? Or that is reserved to only connected in the editor Node tab?
You need to add CONNECT_PERSIST flag to your connection, e.g. connect("signal", object, "method", [], CONNECT_PERSIST)
That said, there is clearly no bug here. If you have any additional questions, use other community channels.
Most helpful comment
The owner must be set after the child is added.
