Hi, I’ve recently started using the addon (with Godot export), and I noticed some things that might be improved.
I’m using Godot 3.x latest
The exported resources (
.tres) seem to have an incorrect
Example (corrected by Godot to be
[gd_resource type="Resource" load_steps=2 format=2] [ext_resource path="res://gridlessDB_data/spifu_state/classes/Roaming.gd" type="Script" id=1] [ext_resource path="res://gridlessDB_data/constants/objects/Normal.tres" type="Resource" id=2] [resource] script = ExtResource( 1 ) animation = "jump" speed = ExtResource( 2 ) disturbable = 1 incapacitated = 0 lurking = 1
No deal breakers, but will be things neater, will make feel nicer:
Allow to export without “class_name”
It’s very inconvenient to have the class name space “polluted” unnecessarily (since Godot has no namespaces).
I use this very often, for type safety (and autocomplete) without registering a class:
const Weapon = preload("res://gridlessDB_data/weapons/classes/Weapon.gd")
Allow adding comments/description to fields schema
Sometimes you need an explanation in addition to a descriptive name (could have a “i” info icon or something to display the comments as a tooltip)
VCS friendly database format
As it is, with binary format, its very difficult to have different people to work on the same database. With a text format, we could merge changes. It could be a setting for the DB, or perhaps just allow export/import from/to json or other format (though less convenient). I realize that image fields would cause issues (perhaps they could be serialized to some text format, if they are actually in the data).