Improvements to godot built-in code editor #10110
darksignal7
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Moving to discussion, as there is no concret technical implementation provided. Could you provide some mockups of what this functionality would look like? It's unclear to me what "visual screen" refers to. |
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Describe the project you are working on
A 3D game of surviving from zombies , crafting , base building and more. Like a 7 Days To Die
Describe the problem or limitation you are having in your project
While making a complicated project scripts are always messy. Even I use regions more effectively they are still looks messy
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Maybe we can divide the script into several parts with the visual screen such as the screen where we choose the scripts. Like building, crafting , surviving elements parts. Because dealing with regions (probably only for me) is boring and doesn't look very good visually. And most of the time, the #endregion line is visible even if we have closed the region.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
As I mentioned above, if there is a script selection screen or a screen that looks better to the eye, the problem will be solved very well.
If this enhancement will not be used often, can it be worked around with a few lines of script?
If this feature is not used, there will be no problem in terms of code because there is no problem in terms of code.
Is there a reason why this should be core and not an add-on in the asset library?
It doesn't necessarily need to be added to godot, a simple plugin that works stably and doesn't break our code can also do the trick.
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