Skip to content
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

Improving graph edits #85

Open
nonunknown opened this issue Jul 11, 2020 · 1 comment
Open

Improving graph edits #85

nonunknown opened this issue Jul 11, 2020 · 1 comment

Comments

@nonunknown
Copy link

HungryProton I heard somewhere you're working on something like this, I dont know if you are focused on other more important stuff, If so, I'd like to present you my WIP project EGN (Enhanced Graph Nodes) Its a better version of default Graph Node/Edit from godot engine, I'm working on it for a long time Its based on Blender's graph node.

It solves problems like

  • When zoomed out connections get buggy
  • Its way more personalize-able

If you want me to finish the project to implement it on concept graph, just share with me your toughts.

showcase video
https://i.imgur.com/VlB1xYT.mp4

repo WIP
https://github.com/nonunknown/godot-ASM-EGN/tree/master/addons/enhanced-graph-node

@HungryProton
Copy link
Member

HungryProton commented Jul 11, 2020

It looks really nice! The GraphEdit node sure gives me a lot of headaches.
I gave it a try but without documentation it's not easy to test.

It's not a huge priority but at some point in the future I'd like to move away from the Godot GraphEdit and use a custom solution. Right now the zoom is unusable and the issue #71 can't be easily fixed because of how they designed it.

Writing a GraphEdit myself would take way too long for these issues alone (well except for the zoom, that's really annoying but there's a pull request for that already). But using a custom graph-edit would make it easier to add features and fix bugs without having to touch the Godot code base.


The ConceptGraph editor currently relies on the following features provided by the built-in GraphEdit:

  • Multiple inputs and outputs on the same graphnode
  • Connecting slots that shares the same data type (and rules to allow connecting different kinds of slots together)
  • Changing said types on the fly and using custom textures for the slots
  • Selecting multiple nodes and moving them around
  • And maybe other things I don't remember right now

So if your project does have all these features I'm willing to replace the GraphEdit with it. But again, it's not a top priority. I can help on your enhanced graph nodes once I have more time to dig in the sources and see how you made it work

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants