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Visual shader ports are expandable by default for vector types #73041
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…utput port and it's of any vector type
Are we sure we want red green blue? we take in x y z? they are the same sure, but why not name them r(x) g(y) b(z) or red(x) green(y), something like that? :) |
I think that could be done in a future PR, this just uses the default implementation |
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People tested the changes and the code is decent
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Looks good, however these expand buttons (which are toggleable, but do nothing) shouldn't be there, should they?
The ColorConstant node on the right does not have them.
Edit: Also I just noticed in @paddy-exe's screenshot that there seems to be some weird thing happening with the component ports of Vector3Parameter (also reproducible with Vector2/4Parameter):
that's really strange, it shouldnt show for them |
Ah, as far as I remember I did not make this change in original PR, cuz I did not manage it to work correctly with nodes with multiple vector ports. The code for |
So despite the two approvals, this still needs some work, correct? |
Yeah i haven't gotten back to this yet. Anybody that wants to pick up this work is welcome, i won't have time for a bit. |
Hey there, I'd like to pick up this PR, if still possible :) |
Sure go ahead! I haven't had the energy to continue on this so that'd be very welcome 👍 |
Hey again, just would like to mention the new PR, where I finished the work on this issue :) |
Superseded by #82088 |
Addresses godotengine/godot-proposals#6182 (comment)