Open nan0m opened 1 month ago
This makes me think that you might be using an older version of my plugin.
The exported variable is already typed as Array[Deformer]
(var dm_deformers: Array[Deformer]
).
You can check the relevant line here.
Let me know if this was the case.
Thank you for highlighting the correct line.
Now that you mention it, I recall there was a specific reason I chose to use NodePath during my tests, though I can't quite remember why at the moment.
That said, this add-on was originally created for an earlier version of Godot, so re-testing it sounds like a good idea!
In the first iteration of my add-on, I was "forced" to use NodePath
for a specific reason during testing, though I can’t recall the exact details.
Thanks to @nan0m's suggestion and feedback, I’ve had the chance to re-evaluate this decision. After reviewing the current state of the add-on, it now makes sense to modify the @onready @export var deformers: Array[NodePath]
to @onready @export var deformers: Array[Deformer]
.
I’ve refactored the related functions, and from my tests, everything seems to work fine with the new type.
That said, there is a known issue that the deformers array will be cleared the first time after updating, so you'll need to manually re-set the deformers for existing projects.
I’m looking for feedback on whether this is a significant issue for users or if further adjustments are needed.
I've created a branch with this modification.
It would be great if anyone could test the changes and confirm that nothing breaks. Your feedback would be much appreciated!
Not precisely an issue but maybe a QoL improvement. Currently the export variable for deformers is typed as a
Array[NodePath]
this showing all nodes in the scene tree. If this were Array[Deformer] or similar, it would only show the relevant nodes in the selection popup.