Developing a plugin 'Visual Script Editor Extention' asset/922
The aim is to make the transition between GDscript and VisualScript with less friction.
Popular or essential extensions are then able to be implemented by the core team.
While users don’t have to wait and are able to iterate before bothering the core team
Describe the problem or limitation you are having in your project
I'm am not able to reference a GraphNode of the VisualScriptEditor from the VisualScriptCustomNode
Or the other way around.
Describe the feature/enhancement and how it helps to overcome the problem or limitation
Visual Script is marketed to none coders.
So I think it would be a massive help for them if it was possible to provide a debug.tscn or preview.tscn with custom nodes.
And I have multiple ideas that I would like to prototype.
Also, this feature will be usable by all visual languages and plugins
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
To be implemented on VisualScriptCustomNode, VisualShaderNodeCustom hereafter referred to as 'visual_node'
Add visual_node._has_scene_node() and visual_node._get_scene_node() -> Control.
This node will then be added to GraphNode.
It seems flexible and allows me to split the editor view functionality from the visual_node logic.
option 1 : use signals to keep a real-time update of the editor:
I do not know if this is possible, it seems too easy to be true
option 2 : Add visual_node._update_scene_data()
Only called in debug mode.
Allows the ability to keep historical data
option 2 : Add visual_node._update_scene_node(historical_data) OR visual_node._update_scene_node(inputs,outputs)
Called in debug mode/Breakpoint
And allows the required update
If this enhancement will not be used often, can it be worked around with a few lines of script?
The number of lines does not matter because this would be implemented in the plugin.
Is there a reason why this should be core and not an add-on in the asset library?
Understanding more about the inner workings. I now know this is a nice to have fantasy. That will be very difficult to maintain.
Especially with the low amount of users in VisualScript at the moment.
Describe the project you are working on
Developing a plugin 'Visual Script Editor Extention' asset/922 The aim is to make the transition between GDscript and VisualScript with less friction. Popular or essential extensions are then able to be implemented by the core team. While users don’t have to wait and are able to iterate before bothering the core team
Describe the problem or limitation you are having in your project
I'm am not able to reference a GraphNode of the VisualScriptEditor from the VisualScriptCustomNode Or the other way around.
Describe the feature/enhancement and how it helps to overcome the problem or limitation
Visual Script is marketed to none coders. So I think it would be a massive help for them if it was possible to provide a debug.tscn or preview.tscn with custom nodes. And I have multiple ideas that I would like to prototype. Also, this feature will be usable by all visual languages and plugins
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
To be implemented on VisualScriptCustomNode, VisualShaderNodeCustom hereafter referred to as 'visual_node'
If this enhancement will not be used often, can it be worked around with a few lines of script?
The number of lines does not matter because this would be implemented in the plugin.
Is there a reason why this should be core and not an add-on in the asset library?
Show me the way and I’ll make it a plugin.