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Debugger visuals broken in 4.2 #232
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@bitbrain Partially able to fix this by updating the property reference from beehave/addons/beehave/debug/graph_node.gd Line 146 in 6597b75
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Also from this PR: godotengine/godot#79311
Could this be part of the issue? |
Oh wait I think I see the issue. The ports positions are now based on the inner container node, not the outermost node. |
@bits-by-brandon feel free to raise a PR! |
Fiddled around with it for a little bit, and I can't seem go find a way to fix this without changing a lot of the layout implementation. I'm hesitant to lay a bunch of conditionals in here, im wondering if we need a different 4.2.x branch, or some other strategy for separating the layout needed for 4.2 |
@bits-by-brandon I recommend creating a new scene structure for 4.2 (but keep the existing debugger) and have a toggle like this somewhere: if godot 4.2+: |
@bitbrain Okay working with something along these lines. I could also use func _ready() -> void:
var version_info = Engine.get_version_info()
if version_info.minor >= 2:
modify_node_layout()
else:
build_custom_layout() |
Godot version: 4.2
Beehave Version: 2.7.6
Describe the bug
With the debugger being fixed in 4.2, its visuals are still broken:
The text was updated successfully, but these errors were encountered: