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godot-pronto's Issues

Names in signal list cut off

Here, the signal names are not shown entirely, but probably should be.

Screenshot 2023-04-22 at 18 25 21

This screenshot was taken at 200% display scale.

Allow dropping `return` from text boxes

Options:

  1. (preferred) detect that only one expression statement exists and use that. Challenge: we don't have a GDScript parser.
  2. have a user interaction to allow multiple statements and default to assuming a single expression statement.

Node connection window appears partially off screen

Here, the node connection window is active for a node near the right edge of main editor view. As a result, half of the window is not outside and thus inaccessible.

Screenshot 2023-04-22 at 18 22 36

The window should always be fully visible.

Healthbar Behavior

Consider extending an existing behavior. ProgressBar control in Godot?

In particular: encapsulate logic required for dealing damage/headling, display.

Also consider other use cases.

Connection visualization animation is choppy

Two reasons:

  • The tween scheduling when many connections occur is not working well
  • The editor reduces its framerate to 20fps on focus loss. We should lift this to 60 in ConnectionDebug.gd while the game is running.

Connection resource sharing

Two scenarios:

  1. Duplicating a node to "fork" it keeps references to the previous' nodes connections.
  2. To be verified: "editable children" does now allow overwriting props of connections.

This is a limitation in Godot and sometimes even desirable (e.g. instances).

One possible solution could be to find other users of a connection in its edit dialog and show a "make unique" button if there's at least one other.

Statemachine Concept

Quote from Slack:

ihr könntet in betracht ziehen für das grouping problem über eine StateMachine implementierung nachzudenken. die idee wäre also einen "AtRest"-State zu haben und einen "Moving"-State und jeweils bei deren "enter" oder "leave" signalen alle nötigen effekte auszulösen. zwischen states können benannte verbindungen vom user erstellt werden, die dann die transitions sind, etwa per trigger/function call oder per condition die busy gechecked wird. Könnte mir vorstellen, dass das ein guter erster schritt wäre sich langsam einer richtigen statemachine anzunähern.

Scoping for state nodes

For accessing via a name instead of a cumbersome get_node call. The criterium could be "closest child", eg. look for named state in children, if not found in parent's children, then in parent's parent's children, ...

Reorder existing connections

In order to change the sequence of connections, we currently have to remove and recreate those connections.
(E.g. reorder some resetting state behavior to the front of a list is relatively costly.)

Prototyping UI shows wrong value for floats on loadup

We have a float value initially set to 2.5 with stepsize 0.5. However, when we start the game it shows a value of 3 inside the PrototypingUI (and this also seems to be the new value when the game has started). BUT we can still change the value with the slider to 2.5 during runtime.
Please try to fix this :)

Placeholder: Icons & Highlight & Shapes

  • Icons:
  • query an API by a term?
  • how to ensure a somewhat consistent style
  • re-color
  • API to add an outline color

Hint: please stay consistent where ever possible

Bind behavior dependencies

Two options:

  1. We improve the way that the Prop resources are defined using a custom inspector.
  2. We drop explicit dependencies entirely because it's easier to type out in the convert expression anyways using G.at or get_node (no more awkward value0/value1). Downside: we can visualize less because all info is hidden in the expression.

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