Devlog 8
This is probably gonna be a shorter devlog, but basically I made scripting a lot easier in my game engine!
Each script node now has a button in the top right of the inspector editor. I just reused the asset previews but with a textarea. This means you can have multiple popouts open at a time while scripting. It also gives you a much wider area to code in, as the inspector is kinda cramped. All updates in the popout update with the inspector textarea. The popouts are also resizable!
QoL improvements
Tab for indent
Before, if you typed tab while scripting, it would just move focus to another button instead of indenting. However, now when you press tab, 4 spaces are added. You can select multiple lines to indent multiple lines, and press shift + tab to unindent lines.
Auto-close pairs
Now when you type a character like ( or [ automatically types its closing pair and places your cursor in between them. If you type the closing pair again, it will move your cursor to the outside. As well as that, deleting an empty pair will delete both characters.
Auto-indent on enter
Now when you go to another line, it will inherit the indentation of the line above it. :)
What’s next?
I really thought that with the introduction of scripting popouts, I would be getting close to finishing the project, but over the past few days, I’ve realized that there are still a lot of stuff I want to implement. First, I want to add a Label node, allowing users to display text easily. Next (and I can’t believe I haven’t implemented this yet), I want to add a way for the user to stop the game in the script, instead of clicking the stop button. I want to fix node reordering, as right now it is a bit clunky, and of course, the final thing for me to do is to add exporting, saving, and loading.
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