Follow the GDScript style guide in every script
- Types on every parameter, return value and variable, and snake_case names (the player name limit is the constant MAX_NAME_LENGTH). - Spelling fixes: *_triggered, character_selected, separator, caught_errors. The server's catched_errors key stays as the server sends it. - Signals are connected with signal.connect() instead of by name. - Code is ordered signals, constants, exported vars, vars, @onready vars, functions, with @onready on one line and two blank lines between functions. - Every script starts with a ## description. Template comments, old LOC notes and commented-out code are gone, apart from the local play code. - Lines are at most 100 characters, apart from the local play path. - The screenshot tour turns off the blinking text cursor so pictures match.
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@@ -1,9 +1,12 @@
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class_name ScrollToEndContainer
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extends ScrollContainer
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## A scroll container that scrolls to the end whenever its content grows, so the newest
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## item is always in view.
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var max_value = 0;
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var max_value: float = 0.0
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func _draw():
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if max_value != self.get_v_scroll_bar().max_value:
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max_value = self.get_v_scroll_bar().max_value
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self.scroll_vertical = max_value
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func _draw() -> void:
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if max_value != get_v_scroll_bar().max_value:
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max_value = get_v_scroll_bar().max_value
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scroll_vertical = int(max_value)
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