Add Autoloads to the Scene tree for easier signal connection management
### Describe the project you are working on I have an AudioManager, LevelManager, global Event bus, UnlockablesManager all autoloaded. Some of these (namely the global Event bus) have a lot of signals defined. These signals are connected to and used by a large number of scenes in my game. ### Describe the problem or limitation you are having in your project Not so much a limitation as a difficulty. Global event busses are very commonly used pattern in Godot projects however their major downside is that it can be difficult to tell what they're connecting to and all connections must be manually made in code. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation I propose adding a collapsible list of autoloads to the top of the Scene tree. These nodes could be clicked on and signal connections made in the same way you currently can with any child node of your scene. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams I propose adding a collapsible list of autoloads to the Scene tree like so:  Signals from these autoloads would work identically to signals from any node in your tree. You click the autoload class, go to the Node tab and connect a signal. An autoloads Node tab would only show connections for the currently loaded Scene. Scene trees can become quite full in more co
Posted by Flynsarmy on Jul 27, 2022, 10:25 AM
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Raise real-world problems, find people facing the same issue, and discuss solutions.2,500 issues0 comments
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To be fair, Inform7 can't succeed, generally, because there is no market for the kind of games that you create with Inform7.
New> The notion that somehow LR reliability is misunderstood by Consumer Reports, JD Power, Car & Driver, Automobile etc.
Custom trigger IDs are not displayed in the new 2026.10 trigger selector
I hate that too, but I think it’s more the ux than the concept of a default.
> The biggest problem with UX developers is they know better than you AND force you into their paradigm.
"Focus follows mouse" is what I use to keep the file manager from popping up when click-dragging files.
The biggest problem with this is if the target URL doesn't load but also doesn't quickly error out, like e.g.
Google wants to build up a private web here.
Add Autoloads to the Scene tree for easier signal connection management
### Describe the project you are working on I have an AudioManager, LevelManager, global Event bus, UnlockablesManager all autoloaded. Some of these (namely the global Event bus) have a lot of signals defined. These signals are connected to and used by a large number of scenes in my game. ### Describe the problem or limitation you are having in your project Not so much a limitation as a difficulty. Global event busses are very commonly used pattern in Godot projects however their major downside is that it can be difficult to tell what they're connecting to and all connections must be manually made in code. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation I propose adding a collapsible list of autoloads to the top of the Scene tree. These nodes could be clicked on and signal connections made in the same way you currently can with any child node of your scene. ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams I propose adding a collapsible list of autoloads to the Scene tree like so:  Signals from these autoloads would work identically to signals from any node in your tree. You click the autoload class, go to the Node tab and connect a signal. An autoloads Node tab would only show connections for the currently loaded Scene. Scene trees can become quite full in more co
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