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Add a subgraphing system to visual scripting #596
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Not a visual programmer, however, whatever makes life better for you guys, I support 100%. |
Thanks @girng |
iirc, @fire was helping to put together this exact topic as a proposal for GSoC. |
PR for Reviewing VisualScript Module(aka Submodules) Patch Here's a notification for those who are interested. |
Here's the newer module waiting to be completed. @swarnimarun godotengine/godot#45294 |
Thanks for opportunity, i do not meet the eligibility criteria now, Will keep contributing in my free time though. |
Read carefully, the eligibility criteria changed and you do not need to be a student. |
Just for reference: The equivalent to this for VisualShader will be discussed at #7730. |
Current Scenario:
The essential missing feature in Visual Scripting is the ability to collapse a selection of nodes into a function, expand them and then store them in an accessible function library. This function library is retrievable as a resource to be shared in plugins and the current project.
Imagine if I have to do a repeated operation multiple times for some different inputs.
Currently we can not reuse the nodes for a different set of input values.
Idea
For reusing these set of the node the idea is to isolate the set of nodes
We will box reusable Nodes within the function, with a validated function unit name.
Input and output are connected to Input function and Output function Nodes.
This approach is inspired by the working of functions that enables modularity.
And we can generate a custom node at design time similar to
It can be used multiple times and we can also make it exportable as a Library so it can be called from other Godot supported language runtime if we will be able to bind or transpile it.
My Background With VS Systems
I had developed a VS System from Scratch in C++, even wrote controls myself here.
Thanks
Your feedback will be certainly valuable to me.
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