Added search node functionality#40
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I also just noticed it fixes issue #2 |
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Thanks for the PR I'll try to merge the code from parent_to_node in the base class as soon as I can |
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Ah, good to know about the multi-threading. I didn't yet try to understand that part. I guess I'll change to dynamically add a new input when the previous input is populated, though I am not sure how godot will handle that. I will also keep in mind that to send PRs with more changes at once is better for you. Regarding the resource saver from output node (#41 ) , I added a new String input and use that as the path for a ResourceSaver call. I believe it should actually be the first input (not the second), but then it would break all other Output nodes. What do you think? Sidenote: I just saw your video in GDQuest. Congrats! |
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Sorry I didn't wrote my sentence properly, I meant to say it's totally fine to make one PR for each feature, it makes it easier this way. Regarding the output node, I think the best way be to not change the ouput node at all, but create a completely new node called ResourceSaver (or anything else, I'm not good at naming things). You can leave it in the Output category I think. This new node would take the node input and the string input in your preferred order and save the scene from there. This way it doesn't break backward compatibility and it doesn't force the feature to be always on, people can just add the node if they need it. |
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Ah, ok! I cleaned up this the PR. Sorry for merging all here btw, it was actually by mistake. Good idea on the new node for ResourceSaver! Will do that. |
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Thanks! Merging the search node feature |
I was missing the search functionality from the search bar of the "add new node dialog". It is not the most efficient implementation, but I believe it works well. Let me know if you prefer some other way.