Melissa

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The link is a 404, but that looks really promising! `get_property_list` is a good hint to get started. Thanks for the tips 😄

As said in the referenced issue, ultimately I would want this to tie in to some kind of "game config sync" feature. This would be a little wizard window with...

I'm not sure we need to be able to parse fgd's to be honest, outputting them should be enough, unless we also want to support importing existing fgd's or basing...

I think I agree. I'm not sure what Qodot does there, but if it parses an fgd I guess a big part of Qodot is to be able to load...

Like discussed earlier, I don't think we necessarily need the ability to parse fgd's, nor do we need a super complex way to write fgd files from a dictionary object....

Ah I see. Well for testing, we could also just compare the fgd output to a constant string and see if it matches, which would be more reliable than having...

For what it's worth, I was considering having this implemented in C++ itself instead of GDScript (except for the UI part I guess) which would be more consistent for the...

Oh interesting, I didn't realize Trenchbroom had that option. In that case that would indeed be the better thing to just keep the file with the game.

Do you have the imports at the top? Also did you make sure the module is actually in `go.mod`?