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Selecting a deformable node shows all nodes in scene (Refactor Deformer Array Type) #4
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This makes me think that you might be using an older version of my plugin. The exported variable is already typed as Let me know if this was the case. |
Thank you for highlighting the correct line. Now that you mention it, I recall there was a specific reason I chose to use NodePath during my tests, though I can't quite remember why at the moment. That said, this add-on was originally created for an earlier version of Godot, so re-testing it sounds like a good idea! |
In the first iteration of my add-on, I was "forced" to use Thanks to @nan0m's suggestion and feedback, I’ve had the chance to re-evaluate this decision. After reviewing the current state of the add-on, it now makes sense to modify the I’ve refactored the related functions, and from my tests, everything seems to work fine with the new type. That said, there is a known issue that the deformers array will be cleared the first time after updating, so you'll need to manually re-set the deformers for existing projects. I’m looking for feedback on whether this is a significant issue for users or if further adjustments are needed. I've created a branch with this modification. It would be great if anyone could test the changes and confirm that nothing breaks. Your feedback would be much appreciated! |
Not precisely an issue but maybe a QoL improvement. Currently the export variable for deformers is typed as a
Array[NodePath]
this showing all nodes in the scene tree.If this were Array[Deformer] or similar, it would only show the relevant nodes in the selection popup.
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