Open BastiaanOlij opened 6 years ago
Yeah sure we could add a new node for Vector3 expressions. I was thinking of trying out C++ templates to cut down on code.
For the group, I agree maybe it belongs in the the transform group. Also we shouldn't let the transform group get too big. (i think 7-8 options max) If the transform group gets too big we should move some nodes out or make another submenu in it. For example,
P.S. We should do something about all the gdscript warnings popping up in the console. If thats even possible.
I'm not sure if template classes will really prevent that much code duplication, but it is worth a try.
I agree adding one more subgroup makes sense, we may eventually need to move to a different menu structure all together. The menu was just the quickest thing I could come up with but I'm still learning about Godots UI :)
I'm not sure if we can do much about the GDScript warnings as atleast 3 of those 4 are due to parameters of signals we're simply ignoring. That first one is probably a leftover from before I split off the node code into a separate script so that can be fixed.
Hey @Mr-Slurpy ,
Got to play with your expression node finally today. Love it!! I think we should move it into the transform group instead of the primitive group. It is a node that performs a modification on an input array.
The other thing I was wondering about, and this may be more difficult, but it would be nice if it could have a Vertex3 as an output, or maybe have a version that has a Vertex3 as output. It'll need a larger expression field as it will end up being something like "Vector3(a, sin(b), c)" as an expression (that happened to be what I was using it for).