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Change the default Toggle Comment shortcut from Ctrl + K to Ctrl + # #3822
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Well, I thank you for being so candid (emphasis mine) 🙃 However, we cannot change defaults based on some user's personal preference. You can, however, rebind the shortcut however you want using the editor settings.
You can always keep using Sublime with Godot by connecting to Godot editor's LSP for GDScript.
I have one for the opposite: there is no |
For me, the CTRL + K shortcut is pretty far away. Furthermore, in my keyboard layout, # is not an easily accessible character, either. I mapped the shortcut to CTRL + Q and I have been quite comfortable with it, and I look forward to do something similar in future IDEs I'm going to use. That's to say, that shortcuts can be highly personal. They vary as a result of personal taste, coding style, habits, past experience, and of course, keyboard layout. |
In Vscode and most IDE, we use In mac |
When I was first beginning with Godot, something about the CTRL + K hit well.
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I don't recommend writing proposals for changing the defaults in Godot proposals, because these kind of suggestions are met with some pushback from the core developers. At least, make the proposal in the form of the poll for people to choose from. Godot's philosophy is the following: do not change the default, unless there's a new solution that would benefit from changing the default. For example, there was a discussion at Rocket Chat when I proposed to change the default clear color. See Akien's comment:
No worries, unfortunately there's simply no suitable place to create polls. But hopefully GitHub Discussions may be enabled for things like this, see #2069. |
I'm for Ctrl + /. I think it's not tied to specific comment style, because it works correctly depending on a language you're editing in IDE (at least that's the way in VS Code). |
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Well, I guess that predictably got shot down.
I'm sorry, I'm not someone used to doing this. I mean here. Github. People. |
There's no need to close it yourself, it's the maintainers in Godot who should decide (based on general consensus). But I think we have useful insights here anyways. 🙂 |
In |
I think this should be customizable by default as in any IDE. Because it's like language translation content. This is not something that should be embedded in a compiled file. As I already commented in the other topic: In my case, Ctrl + / is the best option. |
Hm. So much depends on the keyboard's language layout. I can see now why K makes sense. I've learned something new! Thanks! I guess using letters also means there's no need for different shortcuts depending on a keyboard's layout. |
Related to shortcuts: https://www.youtube.com/watch?v=qKLkkqOl7sY This is about the Add-On Jam. At 0:12 he introduces an add-on I post this, because apparently there is some need for care regarding shortcuts. I can understand that it makes no sense to support shortcuts for all the tools, There's demand for common shortcuts among the tool chain. Given they both contain 3D Editors, having different shortcuts gives room for frustration. It's a massive hassle needing to "muscle-memory" both sets of shortcuts, I've started using CTRL+K in Sublime and it's REALLY annoying! lol Yes, I know I can solve this problem myself, but my point is that "helping myself" Sorry about the huge amount of words. |
Blender shortcuts are not just about having familiar shortcuts, they come with behavior. Their usefulness is not in having G specifically being bound to translation, but in the tricks you can do with locking axes and switching local and global transformation coordinates on the fly. It can be any other key instead of GRS. |
I don't understand why you mention the obvious. Of course it makes no difference which key it is, |
You've missed my point. I'm saying that "Blender shortcuts" are useful regardless of which keys we assign to them in Godot. Mechanical memory is good, but those actions are useful because of their functionality, not because of the familiarity of the keys assigned to them. They can in fact differ from Blender and be useful. Regardless, Sublime is nowhere near an equivalent in that regard. |
Ah, I see your point now. You're right as long as we ignore muscle memory. Which we can't. The familiarity of keys matters a lot, Imagine needing to switch muscle memory for copy/paste every time you switch from Windows to Linux or Mac. Muscle memory is slow to adapt and The brain sends the signal, the muscles just move. That's how we type. When you change the environment the brain will still fire the same signal (because it's the same task) That's why that add-on implemented the blender shortcuts with the actual blender shortcuts. It matters that it's the same keys. |
In fact, this is already customizable. Go to Editor -> Configurations -> Shortcut tab -> Script Text Editor -> Toggle comment -> click edit -> and press combinations keys You can choose what I think is best:
I choose Ctrl+"/" and it was like this
But, this works. |
Even if Ctrl+# doesn't exist on many people's keyboard layouts (it's Ctrl+Shift+3 for me too), I think it's still fine since I just wouldn't use it. On macOS, Cmd+Shift+3 takes a screenshot of the screen, so I guess code would be commented if you tried to take screenshot with this shortcut while focused in the script editor? But it's not a big deal, you can just unbind the shortcut, or unfocus the script editor, or take a screenshot another way. If it's a usability improvement for many users then I think it's worth it, even if most users won't use it. |
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@SolsticeProjekt Please don't bump issues without contributing significant new information. Use the 👍 reaction button on the first post instead. Remember, you ping a lot of people by adding comments like this |
Describe the project you are working on
This regards all source code written in the editor, by everyone who uses it.
My apologies if this is not the place to post a suggestions for the editor,
but two pages directed me to github for proposals.
Describe the problem or limitation you are having in your project
As a heavy user of Sublime, CTRL+K screws with my muscle memory and now I am repeatedly using the wrong shortcut.
In both editors. It's a horribly distracting, accumulative waste of life-time. It's not just the second I'm losing to this,
but the "being ripped out of my flow" causing frustration.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I propose this shortcut for being added as a default, because I am used to it in Sublime. It's incredibly intuitive being able to comment out a line at the press of the key that's actually used for commenting. I can understand that I could just get used to using CTRL+K, but I have reasons why I believe it should be CTRL+# instead of CTRL+K.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Uh ...
[Grand Vision of Sublime's Users' workflow becoming a tiny bit more optimized/less disrupted]
If this enhancement will not be used often, can it be worked around with a few lines of script?
My proposal is related to the editor.
My apologies if this is not the correct place.
If so, please point me to where it belongs.
Is there a reason why this should be core and not an add-on in the asset library?
It's a convenience issue, which, I believe, should be in the editor by default.
In my admittedly worthless opinion this short-cut should be default across all text editors ever,
simply because it makes intuitive sense to have CTRL+[Comment Character] as the hotkey for un-/commenting a line.
Thank you for your scaringly valuable time.
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