Add FuncGodot dedicated inspector UI drop down menus for fgd properties #115
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Any refactors that happen to the plugin are required to be non-breaking or minimally breaking, especially for user interfacing. That means if this were to be implemented, you would need to figure out some way for your Bitflags editor to read and write to Godot Arrays in the same way it currently does. Your Choices setup would need to be the same way. This of course is on top of already needing to come up with an appropriate GUI for it as well. It's a big undertaking and I don't see it happening without you or someone else putting forth the effort to start an actual PR for it. If you're concerned about the current Core refactor, I can safely say that entity properties are not being modified by the Team's current work. On a side note, you have a lot of wishlists recently that you've been posting to Issues. I would ask that you use the Ideas forum for your proposals if you don't have a PR ready for them and wish to discuss them. The Issues forum is really meant for things like bugs or incorrectly working features, actual issues with the plugin's functionality. I know we get a little lax on the enforcement sometimes, but please try to help us keep things organized here by posting proposals in the appropriate places. Moving this to the appropriate location now. |
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NOTE: by dedicated UI mean instead of using Godot's built-in dictionaries, use custom drop-downs to bypass limitations.
At some moment having a custom drop-down to only allow the types supported listed here and enforcing formatting would improve QoL.
it would allow things like:
\nfor formatting in property descriptions"default value for choices not enclosed between double quotes if is a string #111For now it looks that will stay like this for a while.
Consider for a future overall refactoring.
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