-
Notifications
You must be signed in to change notification settings - Fork 0
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
Next level visual fix #6
Conversation
Merge Next level visual
…into b7g-next-level-visual # Conflicts: # game/app/scenes/menu.tscn
Merge B7g next level visual
The merge broke stuff. |
It's fixed. |
@RedstoneMedia I think this is everything. Could you take a look at it? |
Ok so the assertion error is now fixed, and the files are named correctly.
Currently, I don't see any other issues than this Edit: Removing basically all margin containers (And overrides that could create these margins) sure cuts down on the complexity of the scene tree, however in this case, maybe that wasn't the best option. |
Thanks for the feedback. |
@RedstoneMedia I went and searched for the old values. |
@b7g This is ready to be merged |
Some of the colors and margins are still not exactly right. But this is definitely better (Also thanks for ignoring this: ASecondGuy#7 and then creating your own commit to the thing you said you wouldn't fix 😀) |
Sorry. I just saw that this morning. That's on me. |
You are trolling me right? GETTA YO FUXKEN BBCODE OUTTA THERE also In the current state it destroys the visual appearance at many places
|
Last time I checked it also fails when the scene changes. Ready is not called in that case. |
To fix this just set the separation, of the root menu node to 0 (currently not overridden)
Set the VC stretch ratio under the InfoSection (In the game card) to 1 instead of 0.4 (Who even did that ?)
I think these changes are so simple that I won't even have to make a PR for this. |
I drilled some more and "set_text" is triggered on scene change. ( text == "" and val == 'old text content' ). There is a comment that it fails in editor. I cant reproduce that. |
I did that. We both fixed the same problem at the same time from different sides. That overcompensated. The first link had "" while the others didn't. That might be why it didn't work for you @b7g please confirm that it works now. @Numenter thanks for looking into that. I'll try to fix it asap. |
If you also mean the change of the "Spielzeit" location on the game card from bottom to top: Your comparison does show some differences, however I think it's important to state that not every change is automatically a flaw (The user will only see one version and won't be able to nitpick the difference s like we are doing right now) |
Yes, I agree. To be clear: The playtime location is on the bottom with this PR and it looks terrible. To merge this I will also require:
It would be nice, if:
I know it’s terrible hard for you to move your finger for a few pixels, but things were placed with consideration. |
Please keep your personal issues with others out of this thread, as it doesn't help the current discussion. Btw.: @ASecondGuy I opened a PR to fix the play time text location ASecondGuy#8 |
Just as I finished it too... |
You refers to the PR |
Please be nice to the PR. It might not have a brain or a body or a consciousness or fingers it could move but it does have feelings |
Bruh. Ff this goes on we need to actually start to coordinate our actions (This requires a reliable and fast form of communication (Not GitHub or Discord)). I don't like wasting my time |
Where does it even look like that? |
…/Suffragium into asecondguy-next-level-visual-fix-fix
…-fix-fix Fixed play time game card position
thanks 🏈 |
🏈 |
1 similar comment
🏈 |
…5-additions Sort It physics godot3.5 fix additions
Description
refactoring of the scene tree.
Type of change
Testing
I ran the game multiple times and opened/closed many windows/games.
Checklist