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added a new logic node called HideActiveCanvas #2946

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merged 1 commit into from Oct 13, 2023

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BrahRah
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@BrahRah BrahRah commented Oct 12, 2023

This node hides and unhides the whole active canvas not just certain elements of the canvas. Thus users can easily enable and disable menus for example. I also highly suggest that the LN_set_canvas_visible and LN_get_canvas_visible node are renamed into something like canvas_element_visible. As the node does not actually set the whole canvas visible just parts of it.

This node hides and unhides the whole active canvas not just certain elements of the canvas. Thus users can easily enable and disable menus for example.
I also highly suggest that the LN_set_canvas_visible and LN_get_canvas_visible node are renamed into something like canvas_element_visible.
As the node does not actually set the whole canvas visible just parts of it.
@rpaladin
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I also highly suggest that the LN_set_canvas_visible and LN_get_canvas_visible node are renamed into something like canvas_element_visible.

Seconded. It's rather confusing.

@luboslenco luboslenco merged commit 7986c27 into armory3d:main Oct 13, 2023
@MoritzBrueckner MoritzBrueckner added Release Notes: Fixes A pull request that fixes something. Used to generate release notes. Release Notes: Changes A pull request that is a feature change, not a fix. Used to generate release notes. and removed Release Notes: Fixes A pull request that fixes something. Used to generate release notes. labels Oct 13, 2023
MoritzBrueckner added a commit to MoritzBrueckner/armory that referenced this pull request Oct 14, 2023
- Fixed compilation if Zui is disabled
- Fixed deprecation warning for setCanvasVisibility()
- Fixed Haxe whitespace (spaces -> tabs) and curly braces code style
- armory3d#2946 (comment)
- Added proper docstring
- Made the node more intuitive by using a "visibility" input instead of a "hide" input that still worked like a "visibility" input
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5 participants