godotengine / godotengine/godot-visual-script
VisualScriptEditor and VisualScriptCustomNodes after namespaces
- Dominant language
- C++
- Stars
- 131
- Forks
- 25
- PR merge metrics
- No merged PRs in 30d
Description
### Describe the project you are working on
General VisualScript Improvements
### Describe the problem or limitation you are having in your project
After https://github.com/godotengine/godot/pull/52023
There now are 2 singletons for accessing VisualScriptEditor.
I think the name 'VisualScriptCustomNodes' is misleading as you want to reference the editor not a list of nodes or a specific script.
### Describe the feature / enhancement and how it helps to overcome the problem or limitation
Remove Class VisualScriptCustomNodes
### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Move the exposed add_custom_node function to VisualScriptEditor.
Move the exposed remove_custom_node function to VisualScriptEditor.
Move the private add_custom_node function to VisualScriptEditor.
Remove VisualScriptEditor
Keep VisualScriptEditor singleton exposed
### If this enhancement will not be used often, can it be worked around with a few lines of script?
Enhancement for clarity and ease of maintenance.
### Is there a reason why this should be core and not an add-on in the asset library?
Class VisualScriptCustomNodes is cleaning up the core excess
CC: @mhilbrunner
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