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Comment: Corrected links that should have been relative instead of absolute.

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Known Issues with Code that Really Should Already Work:

  • Calling up a New Game does not initialize a blank Node correctly so the game displays nothing and the Orphan Tab consequently crashes the editorStarting a game from scratch does not provide the proper names in the drop down box
  • The initial load and deleting are noticeably slow, will have to switch to selective updates
  • Advanced Breakpoints feature does not accommodate multiple lines / scrollbar doesn't show up (word wrapping issue)
  • Advanced Breakpoints feature does not enjoy multiple, overlapping breakpoints.Sometimes when
  • Advanced Breakpoints jump when clicked on, don't work when moved quickly, sometimes scroll offscreen.
  • Deleting will only move immediate children to the Orphan Tab. Anything nested won't be added (but will be removed from the screen). Use recursion!
  • If you collapse a high tier node sometimes there's extra space created below. This is from a nested Node having its includeInLayout attribute to true -- double check the boolean toggles it is feeling particularly moody, Delete won't quite work as predicted (sometimes one random Node will be left behind. I haven't figure out a pattern behind this) This could possible be from XML issues since the test files are handwritten.

Places for Refactoring:

  • There are two variables for each DialogueNode that are called _show and _visible. They do very different things but their names are ambiguous. Clear up this confusion!
  • Once the new architecture is firmly in place, rename DialogueNodeExp to DialogueNode and toss out the old version. That should clear up the two files' shared ambiguity.
  • refreshDialogueNodes in the DialogueNodeContainer should really be rewritten to do selective updates.