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Describe the problem or limitation you are having in your project
Since godot does not support threads on all platforms I created two implementations of my plugin. They both share the same public methods but work diffrently inside.
To make exporting for diffrent platforms easier I wanted to use settings overwrites to use the threadless implementation in the web. But the AutoLoad tab in the settings has no option to do this so I thought it would not be possible.
Later I realized, that there is also an AutoLoad optionb under the general settings which indeed allows overwriting. After some testing it seems to work fine when running the game.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
In the autoload tab add a button to support overwriting. In addition overwritten autoloads should be displayed in a diffrent color. When moving an autoload up and down the overwritten autoload should be moved with it.
I think it would also be usefull to expose this to the addon API by adding a third parameter to add_autoload_singelton which contains the overwrite and is optional. In this way a plugin could do the overwriting for the user.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
It should be fine to reuse functionality that is used by the GeneralSettings.
If this enhancement will not be used often, can it be worked around with a few lines of script?
The part with the plugin could possibly be done via ProjectSettings although I did not get it work until now.
Is there a reason why this should be core and not an add-on in the asset library?
This issue is about exposing an existing feature.
The text was updated successfully, but these errors were encountered:
This does not seem to work, since replace_by does not replace the reference that is accessible through the autoload constant.
Something like this is possible through set_script which works in my case since the autoload has nothing inside _ready.
Actually I use a setup simular to what you proposed. But I have it inside an own script called setup because I want the implementations to be sepperated without linkage. I need the overwrites to use this setup script only on standalone builds, so that the autocompletion still works inside the editor.
I simplified the setup for the proposal because the actual point is, that the editor does not support this feature and not how one could avoid using it.
Describe the project you are working on
An addon for background loading.
Describe the problem or limitation you are having in your project
Since godot does not support threads on all platforms I created two implementations of my plugin. They both share the same public methods but work diffrently inside.
To make exporting for diffrent platforms easier I wanted to use settings overwrites to use the threadless implementation in the web. But the AutoLoad tab in the settings has no option to do this so I thought it would not be possible.
Later I realized, that there is also an AutoLoad optionb under the general settings which indeed allows overwriting. After some testing it seems to work fine when running the game.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
In the autoload tab add a button to support overwriting. In addition overwritten autoloads should be displayed in a diffrent color. When moving an autoload up and down the overwritten autoload should be moved with it.
I think it would also be usefull to expose this to the addon API by adding a third parameter to
add_autoload_singelton
which contains the overwrite and is optional. In this way a plugin could do the overwriting for the user.Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
It should be fine to reuse functionality that is used by the GeneralSettings.
If this enhancement will not be used often, can it be worked around with a few lines of script?
The part with the plugin could possibly be done via
ProjectSettings
although I did not get it work until now.Is there a reason why this should be core and not an add-on in the asset library?
This issue is about exposing an existing feature.
The text was updated successfully, but these errors were encountered: