
From my experience being new to this component it does feel very unintuitive to use the handles. First of all for all other shapes the blue area represents the collision area so this make it look like the collision is a T shape which I guess it's not. Secondly you can move the line away from the origin and rotate it but there seams to be no way to change the length of it as the handles normalize the normal resulting in you having to use the inspector to change the line length. So what do I propose?
Let me know your thoughts! And depending on what you say I'll send a pr.
reduz said LineShape2D could be removed in profit of using thin RectangleShapes instead, so I'm not sure what we should do exactly.
reduz said LineShape2D could be removed in profit of using thin RectangleShapes instead, so I'm not sure what we should do exactly.
Removing it would make sense. I'll send a pr.
@MCrafterzz Please wait before opening a pull request, we need to discuss it further.
@reduz what do you think, should it be removed?
Also note this is the second issue you have opened without following the template. Doing so is against rule 1 https://github.com/godotengine/godot-proposals.
In the future, please properly fill out the template and follow the rules or your proposal will be closed.
@clayjohn what am I suppost to do then? Small feature request arent issues, also I dlnt wanna create a pr for something people dont want and on discord there's noone to ask about these kinda stuff. So what should I do to discuss small changes? Especially stuff like a class rename to a more logical name for example, that has nothing todo with curremt project.
I just want to contrkbute to this fantastic project :P
also I dlnt wanna create a pr for something people dont want and on discord there's noone to ask about these kinda stuff.
You can join the engine developer channel on IRC: https://webchat.freenode.net/?channels=#godotengine-devel
also I dlnt wanna create a pr for something people dont want and on discord there's noone to ask about these kinda stuff.
You can join the engine developer channel on IRC: https://webchat.freenode.net/?channels=#godotengine-devel
Ok I'll check that out, maybe that's the best for small changes. What should I do with discussions like this (what todo with lineshape), where should they go? Because its general engine ui and user experience so that doesn't really fit in with the form.
@MCrafterzz Sure it does, in this case the project you are working on is the Godot editor. Look at how reduz handled something similar https://github.com/godotengine/godot-proposals/issues/815
@MCrafterzz Sure it does, in this case the project you are working on is the Godot editor. Look at how reduz handled something similar #815
Ok I'll do that going forward. Thanks for your help
Going back to the intended discussion: LineSegment2D already exists which works like lines usually do with a start point and end point so you could use either that or the boxshape so imo there's no reason to have 3 different ways of achieving the same result.
@akien-mga what do you think of removing lineshape2d? Or is there a reason to keep it?