Describe the defaults of unconnected node inputs (#234)

Behaviors now says what an unconnected input reads and how the node
shows it.

- A typed-in input without an own value reads false, 0, "" or an
  empty list, the same value the inspector shows.
- The node shows an empty text or list as (empty) and an object or
  struct input without a link as (null).
admin committed 2026-09-26 14:35:54 +02:00
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commit 380fac77c7
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@@ -3,7 +3,11 @@ area (the **Scene** tab shows the editable scene, the **Game** tab the running g
arrows, control flow) and **data** (coloured circles; `number`, `boolean`, `string`,
`object`, `list`, `struct`, `any`). Event nodes start a pulse; the interpreter follows exec edges and pulls
data inputs lazily from connected outputs. Unconnected data inputs use the inline value
shown on the node and editable in the inspector.
shown on the node and editable in the inspector. Nothing typed in, an input carries the zero of
its kind (0, false, empty text, an empty list), and the node shows that value beside the name:
empty text and an empty list read `(empty)`. An unconnected `object` or `struct` input has
nothing to type in and carries null, which the node shows as `(null)`. Live output values while
playing use the same two words.
- **Variables** are the behavior's own property schema (`BehaviorAsset.variables`): they
appear in the inspector, can be overridden per placed instance, and each running instance