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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: ![GlobalEventBus](https://user-images.githubusercontent.com/334808/181222520-e5bd9652-c173-43f3-afe4-e6d9620b5762.png) 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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Add Autoloads to the Scene tree for easier signal connection management

FlynsarmyJul 27, 2022, 10:25 AM

### 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: ![GlobalEventBus](https://user-images.githubusercontent.com/334808/181222520-e5bd9652-c173-43f3-afe4-e6d9620b5762.png) 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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