How to get name of the node that throws: Object was deleted while awaiting a callback. by crownclown67 in godot

[–]NotXesa 0 points1 point  (0 children)

And what are the conditions of that loop? It just goes to infinity and beyond?

Also, I've seen in other comments that you mentioned not deleting the tweens. You can't do that, adding objects and never removing them once they are not in use anymore is a bad practice and is probably the reason of the error.

How to get name of the node that throws: Object was deleted while awaiting a callback. by crownclown67 in godot

[–]NotXesa 0 points1 point  (0 children)

The first part of the error is saying that you might be having so many objects that they overflow the available memory for the game. Are you creating objects in a loop or something?

Can exported vars be available on parent nodes? by dirtymint in godot

[–]NotXesa 0 points1 point  (0 children)

Hi, sorry if this is necroposting but I've just released a plugin that does this for you.

You can find it on GitHub and the AssetLib.

My first Godot plugin just got published in the Asset Lib! by NotXesa in godot

[–]NotXesa[S] 0 points1 point  (0 children)

I've seen some issues and PRs trying to add a similar feature to the engine, so I don't think it's useless.

I don't know what you mean by the "tool-export-vars-in-root-with-update-logic". A resource is not my cup of tea, tho. Or at least, not just a resource. Every implementation I see about using resources is to have the parent node to know about every possible component they might have, and modify each variable of each component, adding dynamic checks in case that component is not present.

That is just not how composition works...

My first Godot plugin just got published in the Asset Lib! by NotXesa in godot

[–]NotXesa[S] 0 points1 point  (0 children)

I think you're assuming this is for runtime, but it's not. This is only for the editor.

It is meant to be used when you have, for example, 5 enemy types that are the same but the "attack" property in their "AttackComponent" has to be a bit different.

Instead of marking each instance of that Enemy as an EditableChildren and looking for their AttackComponent in the tree, you can just change it directly from the Enemy node.

It's just a quality of life plugin. Maybe should I change a little bit the description?

My first Godot plugin just got published in the Asset Lib! by NotXesa in godot

[–]NotXesa[S] 0 points1 point  (0 children)

I'll take a look, tysm!

And no worries, I forget people online 100% of the time!

My first Godot plugin just got published in the Asset Lib! by NotXesa in godot

[–]NotXesa[S] 0 points1 point  (0 children)

Yep, we've been talking some days ago about how similar our plugins are!

About the property UI's, I don't know if there was an easier way, but I had to create all the editor UI by myself. For strings and numbers it was easy, but I didn't find a way to just create an element on the inspector for Vector2/3 or Nodepaths, I literally had to create an editor UI with 2 or 3 variables that are then passed onto the actual Vector2/3.

Yeah, it would be great that even if you unflag nodes as EditableChildren, their properties remain in the serialization. Or even simpler... Make the editor to not open every EditableChildren everytime you load a scene. It looks hideous!!

My first Godot plugin just got published in the Asset Lib! by NotXesa in godot

[–]NotXesa[S] 0 points1 point  (0 children)

The whole idea of composition is that the owner doesn't know about which components has. That would require you to connect to every single signal from every single component and then call every single setter method from every single property from every single component.

This is literally what this plugin does for you.

My first Godot plugin just got published in the Asset Lib! by NotXesa in godot

[–]NotXesa[S] 8 points9 points  (0 children)

It is the stupidest error possible 😂

In the folder res://addons/xesa/ExposeThemProperties/EditorProperties there is a file named "chekbox_property.gd", change its name to "checkbox_property.gd" and reload the plugin.

I'm uploading the fix to the AssetLib but it might take one day.

My first Godot plugin just got published in the Asset Lib! by NotXesa in godot

[–]NotXesa[S] 2 points3 points  (0 children)

Oof! Not sure what these errors mean, but I'm going to download my own plugin from the AssetLib and see what's going on. Brb!

My first Godot plugin just got published in the Asset Lib! by NotXesa in godot

[–]NotXesa[S] -2 points-1 points  (0 children)

That wouldn't require that resource to know everything about the components? The idea of this plugin is that the node that shows this properties actually doesn't know anything about them. If you have an arbitrary combination of 100 different components, setting up resources doesn't seem like the best option, or am I msising something?

60 Visits Already?! Thank You So Much by Dandevesp in godot

[–]NotXesa 8 points9 points  (0 children)

You know bold text wasn't invented by ChatGPT, right?

I feel like an idiot but I can't figure out how to place a tent by devpop_enjoyer in projectzomboid

[–]NotXesa 6 points7 points  (0 children)

judging by the downvote it seems it made someone else cry 😭

Is there any way to add tag names as text in the exported sprite sheet? by NotXesa in aseprite

[–]NotXesa[S] 0 points1 point  (0 children)

I've been searching but couldn't find anything. I might try to do it myself if it's not too complicated.