Closed TheDuckCow closed 1 year ago
plugin.gd line 25 needs to be updated: - add_custom_type("RoadNetwork", "Node", preload("road_network.gd"), preload("road_segment.png")) + add_custom_type("RoadNetwork", "Spatial", preload("road_network.gd"), preload("road_segment.png"))
On 3/15/2023 11:46 AM, Patrick W. Crawford wrote:
@.**** commented on this pull request.
In addons/road-generator/road_network.gd https://github.com/TheDuckCow/godot-road-generator/pull/70#discussion_r1137599316:
@@ -1,7 +1,7 @@
Manager used to generate the actual road segments when needed.
tool class_name RoadNetwork, "../../icon.png" -extends Node +extends Spatial
Yeah I meant to say, there's a one-time manual fix we need to make locally for any existing scenes: right click each road network, change type to spatial, reload project, then it works. Annoying for us, but far better to make this change before it's in user's hands.
After I made that change, I didn't see any further bugs with this, other than the pre-existing #66 https://github.com/TheDuckCow/godot-road-generator/issues/66
I support putting putting "RoadPoint kinks" lower down in priority, to see if we can fix this other placement. Were there any other bugs you think we should prioritize?
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I'll do that later today, thanks for the catch
Changed pushed, just awaiting https://github.com/TheDuckCow/godot-road-generator/pull/59 to be merged then I'll fast follow.
This allows for easier use within nested scenes and improved placement movement as necessary.
All tests pass (same warnings / orphans as always):