paintedsky,
@paintedsky@mastodon.gamedev.place avatar

“Ah, almost got all of my demo milestone task list checked off”

the latest addition creates a horrible game-breaking bug

“Ah, well, nevertheless…”

paintedsky,
@paintedsky@mastodon.gamedev.place avatar

The good news: I am pretty sure I've nailed down the cause of the bug.

The bad news: The bug isn't really a bug, it's a specific design choice in how WindowDialogs work in and I'm gonna have to change all my UI to use PanelContainers instead in order to get around it.

Foxysen,

@paintedsky Please tell more so I will not fall into this trap as Godot user. Also, 4 or 3?

paintedsky,
@paintedsky@mastodon.gamedev.place avatar

deleted_by_author

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  • supernovafiles,
    @supernovafiles@mastodon.gamedev.place avatar

    @paintedsky but you can change the mouse_filter property of any Control node and set it to IGNORE to let the input from the mouse pass through and be captured by other nodes

    paintedsky,
    @paintedsky@mastodon.gamedev.place avatar

    deleted_by_author

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  • paintedsky,
    @paintedsky@mastodon.gamedev.place avatar

    deleted_by_author

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  • Foxysen,

    @paintedsky @supernovafiles Well, at least it's safe to assume the behavior won't change in Godot 3.x ever again. Just 3.6 remains to be released.

    So if something feels hacky, at least it will continue to work and end user will be none the wiser.

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