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Improve Visual Script editor to suggest the proper visual script nodes. #56252
Improve Visual Script editor to suggest the proper visual script nodes. #56252
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added a few tweaks and easier access to deconstructors. |
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Approved on the design.
Need to build and check for crashes and mistakes on a technical review.
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Do the icons have tooltips?
Yes, even the searchbar |
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Looks good to me.
Neither the current PR title nor the commit message ("Update visual script autocomplete") seem to be an accurate description of what this PR does, could you amend them? |
@Gallilus What do you think about this phrasing?
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Will amend tomorow. |
2022-01-04.13-38-56.mp4Material for a future or this pull request. The ability to search for inputs and [sequence] inputs. Outputs already give the correct search. |
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@akien-mga Happy new year. |
VBoxContainer *vbc; | ||
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Vector<Variant::Type> type_filter; | ||
VBoxContainer *vbox; |
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Fix later. set to nullptr
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Sorry if this was confusing. I mean that the variables should be intitialized to like nullptr or 0, but since there's like 15 variables to check it can be left to another commit.
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I concentrated testing on functionality so thanks for catching the commit message and also missed class variable inititializing.
@Chaosus Can you take a look? |
item->set_selectable(2, false); | ||
item->set_metadata(2, connecting); | ||
void VisualScriptPropertySelector::select_from_visual_script(const Ref<Script> &p_script, bool clear_text) { | ||
set_title(TTR("Select from visual script")); |
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Maybe the "Create Visual Script Node" title sounds better (just to be consistent with "Create Shader Node" in visual shaders).
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"Create Visual Script Node" is not accurate, it allows you to select a node compatible with the visual script you are editing.
In my mind, Visual script nodes are things like sequences or conditions similar to keywords in GDScript.
Is it still WIP or ready? It would be good to amend the OP description if it's now fully implemented. |
Next week I will try to fix the errors |
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Added the null pointers (28) Fixed the error when dropping nodes. When there is no text entered there are only a few keywords (visual script nodes) available. Yes else you are provided with too many options and there are no more options for flow control. To see all options press spacebar. About the error when selecting greyed out options. Yes, it needs to be handled in further PR's. For the above example, it might be interesting to change the scope reference. What do you think people will want when they select a class? I hope this is a mergeable starting point for further improvements. |
Alright, I'm not a specialist in visual scripts, so it might be ok. I just make a point that pressing the spacebar to show all members is a little bit counter-intuitive - in visual shaders, you see the full tree in the collapsed form at the beginning.
I don't know, maybe you should add a check to Nevertheless, I think it's in a good state to merge. |
Thanks! |
proposal #3528
While filters are preset they are fully editable while searching.
The base is set relative to what input the editor gives.
Property_selector.mp4
Fixes: godotengine/godot-proposals#3528