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Well done! I will first aim to merge #126 (which may result in some conflicts here) |
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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?
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.
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| extends EditorDebuggerPlugin | ||
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| 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.
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| extends GraphNode | ||
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| 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. |
Addressed issues
Implemented: #1
Screenshots
Godot_v4.0-rc1_win64_TxNfVD2ui5.mp4