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).
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@@ -3,7 +3,11 @@ area (the **Scene** tab shows the editable scene, the **Game** tab the running g
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arrows, control flow) and **data** (coloured circles; `number`, `boolean`, `string`,
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`object`, `list`, `struct`, `any`). Event nodes start a pulse; the interpreter follows exec edges and pulls
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data inputs lazily from connected outputs. Unconnected data inputs use the inline value
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shown on the node and editable in the inspector.
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shown on the node and editable in the inspector. Nothing typed in, an input carries the zero of
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its kind (0, false, empty text, an empty list), and the node shows that value beside the name:
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empty text and an empty list read `(empty)`. An unconnected `object` or `struct` input has
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nothing to type in and carries null, which the node shows as `(null)`. Live output values while
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playing use the same two words.
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- **Variables** are the behavior's own property schema (`BehaviorAsset.variables`): they
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appear in the inspector, can be overridden per placed instance, and each running instance
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