From 4e993f8e059ee02b7fc5635eb95cc839c8bfe757 Mon Sep 17 00:00:00 2001 From: Bryce Date: Tue, 17 Mar 2026 07:48:24 -0700 Subject: [PATCH] Fix validation bug and improve color contrast - Fixed validation error by checking TYPE_DICTIONARY instead of is_empty() - Removed hardcoded colors, using Godot's built-in theme colors instead --- addons/transition_configurator/config_dialog.gd | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/addons/transition_configurator/config_dialog.gd b/addons/transition_configurator/config_dialog.gd index ee601e5..b8b63e9 100644 --- a/addons/transition_configurator/config_dialog.gd +++ b/addons/transition_configurator/config_dialog.gd @@ -77,7 +77,6 @@ func _ready() -> void: room_filter_label = Label.new() room_filter_label.text = "Showing all rooms" - room_filter_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7)) left_vbox.add_child(room_filter_label) room_list = ItemList.new() @@ -105,7 +104,6 @@ func _ready() -> void: # Status label status_label = Label.new() status_label.text = "" - status_label.add_theme_color_override("font_color", Color(1, 0.5, 0.2)) content_vbox.add_child(status_label) # Buttons @@ -208,7 +206,7 @@ func _validate_selection() -> void: return var arrival_data = arrival_list.get_item_metadata(arrival_idx[0]) - if arrival_data == null or arrival_data.is_empty(): + if arrival_data == null or typeof(arrival_data) != TYPE_DICTIONARY: apply_button.disabled = true status_label.text = "Invalid arrival point selected" return @@ -266,7 +264,11 @@ func _update_bidirectional_connection(dest_scene_path: String, arrival_node_name Update the destination scene to create/update the return transition. Returns empty string on success, error message on failure. """ - var current_scene_path = transition_piece.get_tree().edited_scene_root.scene_file_path + var current_scene = EditorInterface.get_edited_scene_root() + if current_scene == null: + return "Could not determine current scene" + + var current_scene_path = current_scene.scene_file_path var current_room_name = transition_piece.name # Load destination packed scene