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Home Page: https://hpi-swa-lab.github.io/godot-pronto/
The arguments for the connection function calls are crammed and tend to show scrollbars even when not necessary.
Options:
Consider extending an existing behavior. ProgressBar control in Godot?
In particular: encapsulate logic required for dealing damage/headling, display.
Also consider other use cases.
Two reasons:
Welche connection ist das problem wenn ein debugger kommt?
Two scenarios:
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.
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.
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, ...
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.)
An overview of all connection, shown in the sidebar/inspector.
Maybe ct & pk?
Options:
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 :)
e.g. I have an enemy with a NodeReady to reposition it. The spawner hides its child, thus from.get_root()
return null
... if the placeholder has a Physics body parent. Because then, moving the placeholder will break the collision shape.
Add all your ideas as comments here
shortcut for opening list and move keyboard focus to a filter so that we never have to use the mouse again!
Hint: please stay consistent where ever possible
Open question: how to select which child to spawn?
Suggestion: new method, otherwise always pick first
Use the connection debugger information to highlight connections in the editor that get activated.
only_once
in timere.g., Spawner.scene_path
Possible solution: Generate corresponding script files in ignored folder
Some nodes like Bind allow defining code in the inspector. This is just a plain, one line text field, however. A better interface would be nice.
Two options:
Maybe even link to docu
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