Moved code for hiding bug markers into a separate static function.
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75bd3d2793
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131e944779
@ -30,6 +30,12 @@ static func _create_new_server_api() -> BugbotServerAPI:
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BugReportPlatform.JIRA: return BugbotServerAPI.new()
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return BugbotServerAPI.new()
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static func _hide_markers(marker_root:Node):
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var markers : Array = marker_root.get_children()
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for marker:Node3D in markers:
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marker.queue_free()
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func __connect_to_server(http_client:HTTPClient, default_server:String) -> int:
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var full_server : String = ProjectSettings.get_setting("bugbot/reporting/gitea/server", default_server)
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var server_and_port : PackedStringArray = full_server.rsplit(":",true,1)
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21
bugbot.gd
21
bugbot.gd
@ -95,18 +95,22 @@ func __on_bugbot_menu_item_pressed(id:int):
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match id:
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BugbotMenuItems.SHOW_BUG_MARKERS:
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var scene : String = EditorInterface.get_edited_scene_root().scene_file_path
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if __bugbot_marker_containers.has(scene):
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__bugbot_marker_containers[scene].queue_free()
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if not __bugbot_marker_containers.has(scene):
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var marker_container : Node3D = Node3D.new()
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marker_container.name = "BugMarkerContainer"
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__bugbot_marker_containers[scene] = marker_container
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__editor_server_api = BugbotServerAPI._create_new_server_api()
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__editor_server_api._return_list_of_bugs(__show_bug_markers_response)
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BugbotMenuItems.HIDE_BUG_MARKERS:
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var marker_container : Node3D = __bugbot_marker_containers[EditorInterface.get_edited_scene_root().scene_file_path]
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var markers : Array = marker_container.get_children()
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for marker:Node3D in markers:
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marker.queue_free()
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func __show_bug_markers_response(bug_list:Array) -> void:
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var marker_container : Node3D = Node3D.new()
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var scene_root : Node = EditorInterface.get_edited_scene_root()
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var scene_path : String = scene_root.scene_file_path
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if __bugbot_marker_containers.has(scene_path):
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var marker_container : Node3D = __bugbot_marker_containers[scene_path]
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BugbotServerAPI._hide_markers(marker_container)
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scene_root.remove_child(marker_container)
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func __show_bug_markers_response(bug_list:Array) -> void:
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var scene_root : Node = EditorInterface.get_edited_scene_root()
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var marker_container : Node3D = __bugbot_marker_containers[scene_root.scene_file_path]
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scene_root.add_child(marker_container)
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for bugbot_data:Resource in bug_list:
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if bugbot_data is BugbotBugData:
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@ -131,7 +135,6 @@ func __show_bug_markers_response(bug_list:Array) -> void:
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marker_container.add_child(bug_marker)
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bug_marker.marker_status = bug_status
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bug_marker.bug_data = bugbot_data
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__bugbot_marker_containers[scene_root.scene_file_path] = marker_container
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func __add_project_setting(_setting:String, _type:int, _default_value:Variant, _hint:int = PropertyHint.PROPERTY_HINT_NONE, _hint_string:String = ""):
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