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feat: nft shape & open nft dialog #93
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feat: thread loading nft loading image
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It looks all good, just a few comments:
- Why reimport all the assets? I see UI/emotes/empty-parcels stuff
- Could we move ERC/Ether/bigNumber things to Rust? We already have these kinds of things there and we can reuse them
@@ -289,6 +289,8 @@ func _on_line_edit_command_submit_message(message: String): | |||
"[color=#ccc]> Trying to change to realm " + params[1] + "[/color]" | |||
) | |||
Global.realm.set_realm(params[1]) | |||
elif command_str == "/reload": |
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nice
@@ -0,0 +1,32 @@ | |||
// Shader by Polysthetic (https://youtu.be/-c38gFbGO6U) |
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what does this material (and the scene) do? can you put some description?
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That shader was added without intention.
Anyway, the scene it's useful, at least for me. I renamed the scene to godot_animated_material
, so basically, it's using a MeshInstance3D with a ShaderMaterial, and its texture is sprite sheet that is being animated (using UV and you have FPS, ROWS, COLS parameters in the shader).
It's more an example than a test... should I remove it? 🤔
"class": &"Math", | ||
"icon": "", | ||
"language": &"GDScript", | ||
"path": "res://src/utils/Math.gd" |
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"path": "res://src/utils/Math.gd" |
is src/utils/Math.gd
in the project?
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I'm still seeing this class, maybe a Godot bug?
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take a look at comments before merging but LGTM (and previous ones also)
- add some pr desciption
"class": &"Math", | ||
"icon": "", | ||
"language": &"GDScript", | ||
"path": "res://src/utils/Math.gd" |
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I'm still seeing this class, maybe a Godot bug?
@@ -91,3 +94,11 @@ func print_node_tree(node: Node, prefix = ""): | |||
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func _process(_dt: float): | |||
http_requester.poll() | |||
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func capture_mouse(): |
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func capture_mouse(): | |
# TODO: check this if there is a better approach for this | |
# e.g. when the test-runner runs, explorer node doesn't exist (and it shouldn't) | |
func capture_mouse(): |
add this todo comment or similar, good enough for now
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now I see the explorer implementation, it could be
func capture_mouse(): | |
func capture_mouse(): | |
var explorer = get_node_or_null("/root/explorer") | |
if is_instance_valid(explorer): | |
explorer.capture_mouse() | |
else: | |
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) |
godot/src/ui/dialogs/nft_dialog.tscn
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[node name="VBoxContainer2" type="VBoxContainer" parent="MainVContainer/BodyHContainer/InformationPanel/HBoxContainer"] | ||
layout_mode = 2 | ||
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[node name="LabelAvgPrice" type="Label" parent="MainVContainer/BodyHContainer/InformationPanel/HBoxContainer/VBoxContainer2"] |
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[node name="LabelAvgPrice" type="Label" parent="MainVContainer/BodyHContainer/InformationPanel/HBoxContainer/VBoxContainer2"] | |
[node name="LabelAvgPrice" type="Label" parent="VBoxContainer_Main/HBoxContainer_Body/Panel_Information/HBoxContainer/VBoxContainer_Some?"] |
don't do it if you don't want now, but the convention I was following is NodeType_Name
=> Button_Exit
, Label_Info
, Panel_TestWindow
, etc
Implements