- Modules Panel Patch: On top of Modules PR (Finished)
PR: swarnimarun/godot#8
Branch(WIP): https://github.com/swarnimarun/godot/tree/master-visualscript-submodule-ux-patch - Modules(previously Submodules) PR on top of the Refactor base (Bug-Hunting)
PR: swarnimarun/godot#7
Branch: https://github.com/swarnimarun/godot/tree/master-vs-submodule - Refactor of Visual Script to increase ease of use (Finished)
Github Actions windows-latest provides msys2 by default so no need to fetch it. Just make sure to add it to the path actions/runner-images#104 (comment). Also make sure install/configure it to use the posix thread model
But https://github.com/msys2/setup-msys2 is faster so might be worth looking into later. Read https://github.com/actions/virtual-environments/blob/master/images/win/Windows2019-Readme.md for the full list.
- Moving towards modularity
- Simplification and accessility for customization of the scripting system
- Reloadable and Debuggable chunks
- Cleaner and robust utilities while scripting
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extends Node | |
func yielder(): | |
print("Holla") | |
yield() | |
return yielder() | |
func returny_yielder(): | |
print(yield()) | |
return returny_yielder() |
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extends Node | |
## NOTIFIER MODEL | |
class MyNotifier extends Object: | |
signal poke | |
func poke(): | |
# this can even take arguments if you want to pass some | |
emit_signal("poke", "hello", "hi") |
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extends Node | |
func my_looper(): | |
for x in 4: | |
yield() | |
print("I am %sx awesome" % x) | |
func _ready(): | |
var v = my_looper() | |
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extends Node | |
func my_yielding_function(): | |
print("Hello") | |
print(yield()) | |
print("World") | |
func _ready(): | |
var v = my_yielding_function() | |
v.resume("Awesome") |
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tool | |
extends Node | |
export(Texture) var texture | |
export var tileSize = Vector2(16, 16) | |
export var tiles_to_map = Vector2(0, 0) | |
export var generate = false | |
export(Script) var gen_script | |
func _process(delta): |
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform sampler2D tex : hint_albedo; | |
uniform float deform_amt : hint_range(-1,1); | |
uniform float deform_speed : hint_range(0.5,4); | |
uniform bool animate; | |
void fragment() { | |
float def_amt = deform_amt; |