Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Scenes are unable to remember it's nodes fold state #3395

Closed
Tracked by #4778
kubecz3k opened this issue Jan 20, 2016 · 17 comments
Closed
Tracked by #4778

Scenes are unable to remember it's nodes fold state #3395

kubecz3k opened this issue Jan 20, 2016 · 17 comments

Comments

@kubecz3k
Copy link
Contributor

kubecz3k commented Jan 20, 2016

Edit: from Eska tests it seems this bug is related to scene inheritance
Currently when we are opening new scene all the nodes in the tree in 'scene' tab are unfolded at the start. I think the scene should remember 'fold status' between sessions. Eventually all the nodes below first level should be folded by default.
Further more if we change scene and come back the tree always will be unfolded - despite the fact we have already folded it in mean time:
scenetreefolded

@Ace-Dragon
Copy link

Yes, this would be quite useful to have by default, especially as scenes get bigger.

I don't think it should be too hard a task for the developers and would be a good fit for the upcoming usability release.

@bojidar-bg
Copy link
Contributor

I don't think this should be default, as it is counter-intuitive on small scenes. I would propose this to go into the settings.

@Ace-Dragon
Copy link

Could there be a threshold value that folds the tree or not based on the number of nodes that are inside it?

You do have a point of this possibly being counter-intuitive for some scenes, but then you would have the far larger scenes people might have for game levels.

@kubecz3k
Copy link
Contributor Author

Personally I assume it would be the best to just remember fold state between sessions, but if this is problematic I guess everyone will be pleased for an option in editor settings.

@neikeq
Copy link
Contributor

neikeq commented Jan 23, 2016

Could another option be a keyboard shortcut to Collapse All (e.x.: Ctrl Shift +)/Expand All (e.x.: Ctrl Shift -)?

@reduz
Copy link
Member

reduz commented Jan 23, 2016

at some point it did remember fold state.. maybe it broke?

On Sat, Jan 23, 2016 at 8:56 AM, Ignacio Etcheverry <
notifications@github.com> wrote:

Could another option be a keyboard shortcut to Collapse All (e.x.: Ctrl
Shift +
)/Expand All (e.x.: Ctrl Shift -)?


Reply to this email directly or view it on GitHub
#3395 (comment).

@akien-mga
Copy link
Member

at some point it did remember fold state.. maybe it broke?

Maybe it was in the scene metadata that were for the major part removed? There is still some (IMO) VCS-annoying metadata about whether the panel to open is 2D, 3D or Script. I think we should keep metadata as they are useful but make sure to save them in the user datadir (~/.godot) instead of hardcoding them in scene files.

@reduz
Copy link
Member

reduz commented Jan 23, 2016

no, I think it was saved in the node metadata, just like bone information
and other stuff.. will have to check it

On Sat, Jan 23, 2016 at 10:26 AM, Rémi Verschelde notifications@github.com
wrote:

at some point it did remember fold state.. maybe it broke?

Maybe it was in the scene metadata that were for the major part removed?
There is still some (IMO) VCS-annoying metadata about whether the panel to
open is 2D, 3D or Script. I think we should keep metadata as they are
useful but make sure to save them in the user datadir (~/.godot) instead of
hardcoding them in scene files.


Reply to this email directly or view it on GitHub
#3395 (comment).

@leonkrause
Copy link
Contributor

Maybe another .tscn parser bug, _edit_group_, _edit_lock_ also seem to be affected by this

@reduz
Copy link
Member

reduz commented Jan 24, 2016

it works on scn but fails on tscn?

On Sun, Jan 24, 2016 at 2:48 PM, eska014 notifications@github.com wrote:

Maybe another .tscn parser bug, edit_group, edit_lock also seem to be
affected by this


Reply to this email directly or view it on GitHub
#3395 (comment).

@neikeq
Copy link
Contributor

neikeq commented Jan 24, 2016

Just tested and it remembers the folded state fine. Maybe 2493cb1 fixed it?

@reduz
Copy link
Member

reduz commented Jan 24, 2016

no i don' t thinl that's related..

On Sun, Jan 24, 2016 at 3:56 PM, Ignacio Etcheverry <
notifications@github.com> wrote:

Just tested and it remembers the folded state fine. Maybe 2493cb1
2493cb1
fixed it?


Reply to this email directly or view it on GitHub
#3395 (comment).

@leonkrause
Copy link
Contributor

Gave it a test with current master head, looks like it only happens for instanced scenes, independently of file type. Not sure if that is even unintended

@kubecz3k
Copy link
Contributor Author

kubecz3k commented Feb 4, 2016

@eska014 looks like you are right, but I don't think it might be intended.

@kubecz3k kubecz3k changed the title Nodes in scene tab, should be folded initially below first level Scenes are unable to remember it's nodes fold state May 23, 2016
@chanon
Copy link
Contributor

chanon commented Jun 10, 2016

This is a big productivity killer for me. If it is not fixed at least a collapse all button would be nice.

@kubecz3k
Copy link
Contributor Author

@eska014 suggested this happens only for inherited scenes, well I can tell for sure that this is not a rule, I can tell for sure some bigger 'normal' scenes in my project are affected as well.

@reduz reduz closed this as completed in 5065e46 Jun 28, 2016
@akien-mga akien-mga added this to the 2.1 milestone Jun 28, 2016
@kubecz3k
Copy link
Contributor Author

Was testing this today, and will test more in next days. So far it works splendidly!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

8 participants