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🐞 Implemented debug view#133

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bitbrain merged 2 commits intobitbrain:godot-4.xfrom
DarkMessiah:debug_view
Feb 16, 2023
Merged

🐞 Implemented debug view#133
bitbrain merged 2 commits intobitbrain:godot-4.xfrom
DarkMessiah:debug_view

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@DarkMessiah
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Addressed issues

Implemented: #1

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Godot_v4.0-rc1_win64_TxNfVD2ui5.mp4

@bitbrain bitbrain added the 🍯 feature A new addition to this addon. label Feb 14, 2023
@bitbrain bitbrain added the 🟡 changes requested Changes have been requested from the contributor. label Feb 14, 2023
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Well done! I will first aim to merge #126 (which may result in some conflicts here)

@bitbrain bitbrain added 🎮 ingame testing required and removed 🟡 changes requested Changes have been requested from the contributor. labels Feb 14, 2023
@bitbrain bitbrain linked an issue Feb 15, 2023 that may be closed by this pull request
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I tested this change now in my game and it works quite nicely, apart from some smaller hickups. For larger trees, it becomes a bit difficult to follow what is going on, perhaps there is a way to better position the nodes to the space is better utilised?

Capture

I can see that in larger trees it can become a horizontal scroll fest and perhaps we can "spread out" the tree a bit more space-wise? If this is too difficult to do now do not worry - I am happy for us to write up a follow-up ticket to improve the positioning.

Capture

@bitbrain bitbrain added 🟡 changes requested Changes have been requested from the contributor. and removed 🎮 ingame testing required labels Feb 15, 2023
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  • Added floating window feature.
  • Removed ICONS dictionary. Icons are taken from global_class_list.
  • Removed stylebox resources. Now all styleboxes are generated from GraphNode theme with the right scale.
  • Fixed nodes positioning.
  • Moved ports icons to icons directory.

@DarkMessiah DarkMessiah requested a review from bitbrain February 16, 2023 13:03
@bitbrain bitbrain added 🎮 ingame testing required and removed 🟡 changes requested Changes have been requested from the contributor. labels Feb 16, 2023
extends EditorDebuggerPlugin

const DebuggerTab := preload("debugger_tab.gd")
var debugger_tab := DebuggerTab.new()
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Where do we free this node? I remember that anything allocated with .new() needs be called .free() manually.

@tool
extends GraphNode

const DEFAULT_COLOR := Color("#dad4cb")
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Not for this PR but something to think about in future: do we want to specify the "beehave colours" in some sort of theme resource and ship it with the addon? These colours could then be accessed from that theme directly.

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@DarkMessiah thank you for your contribution.

@bitbrain bitbrain merged commit 3215084 into bitbrain:godot-4.x Feb 16, 2023
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Debug view in editor

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