The journey to version 2.0 #127
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I think tutorials/docs/classreference are definitely needed. This plugin satisfies my needs (3D placeable items and multiplayer), but I cannot understand it completely to write my own logic for certain parts. I press Anyway, if you are close to to finishing the code refactor, finish the refactor first, don't delay that |
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I'm starting a major refactoring for a more concise and definitive version of this asset.
Some goals for this version include:
🗑️Removal of the open/close logic from gdextension
I've found that this doesn't make sense to be in this plugin, it could be something very specific to each project and it just makes this lib very rigid for changes.
😎More obvious names for methods and parameters
In the current version, we have many parameters and methods that are very specific to understand, the idea is to make it easy to read, something close to what the class would be if it were part of Godot itself.
✂️Removal of interaction classes
I believe that they can be moved to the example and only used as a source of knowledge, the interaction classes today can be very simple for several projects that want to take advantage of more features involved, but still use the core inventory system.
Editor scripts can be placed inside gdextension improving its performance and ensuring that the whole heart of the plugin is in a single gdextension file.
📖Add minimal tutorials
The lack of tutorials today is one of the biggest problems, the goal of making the asset learning curve easier includes adding several tutorials on how to use this asset to its full potential.
📋Add class reference
With update 4.3, it is now possible to add class references to gdextension. This is already very incredible, as we can describe how to use methods and classes and even include mini tutorials in the documentation that appears inside godot.
📋Serialize/Deserialize Methods
Add option to save datas
Let me know what you think of these scope changes.
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