Post

many new thoughts about #godot after gmtk #gamejam : - the animation player tracks should have more dynamic pathing tools for if nodes get renamed or moved or changed in type. - particle systems in 3d have a weird jitter that happens to them when set as the child of a node moving and rotating in 3d

- would be sick if the editor could make connections from singleton signals to nodes in sub scenes. (like if i have a signal bus and i need to queuefree nodes when "kill all bad guys" gets emitted, what if i could just see the singleton signals in a dedicated signal inspector and connect there.

^ i realize the above would have to work kind of backwards, but when a scene file is instanced, it seems like it would work well enough for it to make the signal connection on load and disconnect when unloaded idk could be cool and keeps code clean when i am just trying to connect to builtins

0 reposts4 likes

- the in engine code editor has so many nice things but so many bad habits of prompting me to call methods when the argument expects a callable or not letting me just write a string as an arg because it thinks i wanna auto complete a property, gets a bit annoying fighting against autocomplete

^ i still prefer the in engine editor to vs code, it feels like one of Godot's biggest strengths especially for prototyping fast to be working directly in the editor with all the hints and autocompletes relevant to your scene, feels like vs code's extension are not as fluid a workflow

- when importing objects, i often might want to use external materials for like a dozen materials in a gltf, and i might have all those materials in one folder nested a few clicks into the directory, but the file dialogue sends you to root every single time you want a new material.