Hendrik Brucker
Hendrik Brucker
@lyuma That's a good idea to derive from `VisualShaderNodeFrame`! I just opened #90797.
Nice catch! When searching with the following regex `alloc.*\n.*memset` I found a few more places where this can be used: in audio_stream_wav.cpp and shader_gles3.cpp
@fire Currently just for visual shader. This is rather simple to implement (the UI part) on the user side , so I don't think it's a good idea to expose...
@CsloudX I see your point, but to be honest for now I don't think this makes a lot of sense. Implementing this exact reroute node in GDScript (VSRerouteNode) is literally...
Update: - Subgraphs are now checked for correctness and chained reroute nodes adjust their types recursively. https://github.com/godotengine/godot/assets/50084500/725cb075-3940-4ca2-9b78-56a238d0b990 https://github.com/godotengine/godot/assets/50084500/d8037afe-65af-4daf-bb99-89b514f42dd6 - Reroute nodes can now be added via the context menu (@paddy-exe...
@Calinou Thanks for testing! I changed the animation duration to 0.3s. Regarding unconnected reroute nodes: What should be the behavior in that case? To my mind its kind of expected...
Update: - "Hanging" reroute nodes now use default values - Fix: Dragging a connection backwards (input port of node to empty) and inserting a reroute node would result in an...
> If 2 reroutes are very close, the input will be wrongly picked by the port behind handle. This is a limitation of GraphEdit and quite hard to fix. You'd...
Addressed all review comments and rebased.
Yeah, I think @AThousandShips is right, this is a legacy class. I think there might be some specific cases where it could be more performant than `HashMap`, but to be...