carenalgas / popochiu

Godot plugin to make point-and-click adventure games, inspired by tools like Adventure Game Studio and PowerQuest.
https://carenalgas.github.io/popochiu/
MIT License
205 stars 19 forks source link

WalkableArea visibility inconsistencies #325

Closed drbbgh closed 2 weeks ago

drbbgh commented 3 weeks ago

Bug description

Despite having the 'Always Show Walkable Areas' option on in the Editor Settings, walkable areas lose visibility under certain conditions.

Steps to reproduce

Steps to reproduce the behavior:

Case 1:

  1. Open a room scene
  2. Click on a walkable area node in the 2D view
  3. Click outside the walkable area
  4. The walkable area disappears

Case 2:

  1. Open a room scene
  2. Double click on any node in the 2D view
  3. Close the node editing window or simply go back to the room scene
  4. The walkable area has disappeared and its visibility state is inconsistent (enable on/off to reset)

Expected vs observed behavior

Walkable areas should always be visible in the room scene if 'Always Show Walkable Areas' option is on. At the moment walkable areas do not behave accordingly.

Environment information (please complete):

Additional context

https://github.com/user-attachments/assets/2aade25b-923a-405d-a11c-2c70fd61b2f9

stickgrinder commented 3 weeks ago

Case 1 is solved. Case 2 is confirmed but yet to be solved. Working on it.

stickgrinder commented 3 weeks ago

Can't track the root cause of Case 2. It's pretty annoying.

Tried to queue a redraw of the polygon when the node is made visible, but it doesn't work.

Adding that ANY change in the inspector, even at other nodes in the same scene, will redraw the WA polygon.

stickgrinder commented 2 weeks ago

I can't track the problem and I actually think it's a problem with Godot, not the plugin. To support this:

I chased many different options but got nowhere: it seems that from the script I can't solve this.

Since Case 1 has been addressed and since the next issue in line is a custom gizmo for polygon editing, I'll skip this fix for now.