The `Node`s themselves are abstracted away from any visual/interactive parts
You can implement wrappers for them, which provide different visuals/behaviour/etc. Currently, only `Node3D` exists, which displays the inner `Node` via a `WorldPanel` (1 `Node` = 1 `WorldPanel`)
A#1: ActionGraph can't be edited in-game (someone will definitely prove me wrong) A#2: If someone made an editor for them smh, it would have 0 collaboration features A#3: There are no protection features, which means you either are giving players full control
Why am I stuck and can't move? A: You might have an input field selected on a `Constant<T>` node, try pressing Enter
Will there be a permission system to restrict which properties players can fuck with? A: Yes and No, there should and will be one, but much later when Facepunch finally makes a Sandbox gamemode. In terms of other gamemodes - disable `ShouldLoadDefaults` on the Node Library and Do It Yourself
Execution control, For, While, Delay? A: Nope, Soon-ish
Variables or something like that? A#1: I ate them A#2: There will be Components that you can add to GameObjects to store variables, soon-ish. Better options like local variables will be there when we'll figure out `NodeContext`s
User Docs? A#1: I ate them A#2: There are Name/Desc fields on Nodes, which will be used later for an in-game tooltip thingy
Developer Docs? A#1: I ate them A#2: A wiki will go up on Github, when the API is stable and doesn't shit it's pants
Where are ? and ?<?> nodes? A: I ate them (make a feature request)
"After-contest" planned features
Comparison and BitwiseOps nodes (and just general wiremod feature-parity)
Better implementations for Add, Clamp, etc..., which should be based on interfaces instead
(+ a shit ton of useful interfaces/math functions that should probably move into a separate library)
UI Helper thingy, that shows you the text input field you have focused
(should fix the "stuck" problem described above)
General codebase cleanup - repetitive code, polish up the node library API
In-editor WorldPanel rendering (if possible) and general In-editor QoL
Search functionality
User-side SceneTree Explorer
A `Pin` type, that acts as a "pulse" (i.e. UE Blueprint's Exec or Resonite's Discrete nodes)
(Wiremod used number pins as signals (rising edge/falling edge), which was very cumbersome)
Collapse/Uncollapse Nodes into/from a single Node
Multiplayer support, with shared/client/server -side nodes/calculations
A `NodeContext` which allows you to implement functions/events local to that context
A `Node3dGrid` component that aligns placed nodes on a 2d grid