-
Notifications
You must be signed in to change notification settings - Fork 5
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Restructure into a proper plugin with parametrisation #2
Comments
A plugin would require some extra work and the biggest benefit I see is the connection information not being hardcoded. In the end, I think that the code will be used and adapted very individually as every project has a different structure and different files that need to be attached. But maybe my coding knowledge, especially about plugins is just not good enough. |
Test failure introduced in 556f7be. The commit in question has changed the logo image and since the SHA-256 and size of the image is verified in the integration test, the test subsequently fails. A better way to solve this would be if we'd have a way to properly parametrise the main functionality instead of expecting users to change source files. This could probably involve turning the project into a proper Godot plugin, which I outlined in #2. For now however, I don't have a lot of time to allocate to dig into Godot pluins, so I'm simply fixing the SHA-256 and size. Signed-off-by: aszlig <[email protected]>
Test failure introduced in 556f7be. The commit in question has changed the logo image and since the SHA-256 and size of the image is verified in the integration test, the test subsequently fails. A better way to solve this would be if we'd have a way to properly parameterise the main functionality instead of expecting users to change source files. This could probably involve turning the project into a proper Godot plugin, which I outlined in #2. For now however, I don't have a lot of time to allocate to dig into Godot plugins, so I'm simply fixing the SHA-256 and size. Signed-off-by: aszlig <[email protected]>
Right now, information about card labels and connection information is hardcoded and users are expected to change the source code. I usually stay far away from things like the Godot editor and really any other IDE or editor consuming more memory and/or having a slower startup time than my Vim, so I have zero® knowledge about how the best™ practices are in terms of integration.
I'm unable to find it right now, but I believe I've seen something like structured properties that should nicely integrate into the editor.
Nevertheless, the upstream documentation about making plugins should have some more info on this.
The text was updated successfully, but these errors were encountered: