Closed bitbrain closed 3 months ago
@bitbrain Partially able to fix this by updating the property reference from port_offset
to port_h_offset
. That only fixed the x axis though
https://github.com/bitbrain/beehave/blob/6597b7524d2154c8921dd24650bd70335d04178c/addons/beehave/debug/graph_node.gd#L146
Also from this PR: https://github.com/godotengine/godot/pull/79311
GraphNode: get_port_input/output_position returns no longer the position premultiplied with the scale
Could this be part of the issue?
Oh wait I think I see the issue. The ports positions are now based on the inner container node, not the outermost node.
@bits-by-brandon feel free to raise a PR!
Fiddled around with it for a little bit, and I can't seem go find a way to fix this without changing a lot of the layout implementation. I'm hesitant to lay a bunch of conditionals in here, im wondering if we need a different 4.2.x branch, or some other strategy for separating the layout needed for 4.2
@bits-by-brandon I recommend creating a new scene structure for 4.2 (but keep the existing debugger) and have a toggle like this somewhere:
if godot 4.2+: load new debugger else: load old debugger
@bitbrain Okay working with something along these lines. I could also use has_method
to branch based on capabilities instead of version numbers
func _ready() -> void:
var version_info = Engine.get_version_info()
if version_info.minor >= 2:
modify_node_layout()
else:
build_custom_layout()
Godot version: 4.2 Beehave Version: 2.7.6
Describe the bug
With the debugger being fixed in 4.2, its visuals are still broken: