Closed TheDuckCow closed 1 year ago
What are the steps to re-create the problem that you're addressing? (It may be a different problem than the one I am thinking.)
Using the following testing steps, the arrays are still synced:
To implement a non-holistic fix simply change the number of lanes from the defaults, save, and re-open. Then, the individual RoadPoints will behave as expected (as long as they don't have the default values).
A holistic fix entails one of two possible solutions:
Note to self: move default export vars out of the export var def, and move into init, and verify that default values are saved to the scene files when used.
Just wanted to add that this post appears related to the synced array problem and further supports the potential effectiveness of the proposed fix.
Great work investigating this - I've made the change, found I could not reproduce following your instructions here (a sign the fix worked), and then when reverting the change, I found it immediately occurred just as you described. So I'm pretty confident this is working with this update!
Appears to be working when copied into the wheel steal project. The match lane issue was happening when they were properly de-synced but then zero array length, hence failing on reference [0].
Closes https://github.com/TheDuckCow/godot-road-generator/issues/86