Hi everyone, I'm newer to Godot but have a few posts on the forums asking for help. I've been working on a inventory system for my player controller and have a decent foundation so far. Here's a git with the project: https://github.com/Benk3lDev/Star-Wars-FPS-sim.git
For a bit of a background: the main inventory grid is meant to operate similarly to inventory systems from Deus Ex/Resident Evil. I have the basics of the operations and interactions working, but have come across some bugs.
Bug info: it's pretty clear that there must be a variable disconnect somewhere with the placing data, since available spaces are sometimes marked as unavailable. More importantly, seemingly at random, items that were not "dragged" will disappear when another item is dropped. Here's a video of the game preview with the remote scene tree editor at the time of the bug:
I'm new to coding in general, so I'm not precisely sure what's happening to cause this, but I think that there must be something going on to effect what identifies the item in my remove_item function.
I'm not sure what other info may be needed. My inventory system is modular in the sense the the UI is fundamentally operated over 5 scripts: inventory_global.gd, inventory_ui.gd, slot.gd, armor_slot.gd, and hotbar_slot.gd, so it would be an unreadable post if I were to paste them all here. If there's anything else that needs to be provided please let me know.
ps. I'm aware of someone pointing out I should use triple tick code lines instead of single tick -- I'm still not sure what that means although I've come to understand that single ticks should be used for code that in only ran once. That being said, I think the size of this project may be too large to go back and change how I've done every function.