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Add a Pause button to the 2D and 3D editor #43011

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Calinou
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@Calinou Calinou commented Oct 22, 2020

Salvaged from #31070. Thanks @Chaosus 🙂

This can be used to decrease CPU/GPU usage if particles or shaders are being displayed in the editor.

Note: Since low-processor usage mode hasn't been reimplemented yet in master, this won't decrease CPU/GPU usage significantly in the master branch, only in 3.2 if it's backported there.

Don't merge yet as pausing will break freelook in the 3D editor and scrolling in the script editor if smooth scrolling is enabled (related to #28385, partially addressed by #42704).

I can make a 3.2 version of this PR once it's ready.

This closes godotengine/godot-proposals#942.

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Freeze icon is at the bottom.

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Chaosus commented Oct 22, 2020

Salvaged from #31070.

Yeah, as I remember the pretensions for that PR in IRC was: "it was not customizable enough and better to be placed in the menu" and "it takes a valuable space". Perhaps the views are changed from that time...

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Calinou commented Oct 22, 2020

Perhaps the views are changed from that time...

I think the current problem at hand is more important than saving a bit of space in the menu. It's making people not use Godot when they could otherwise use it.

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Yeah, as I remember the pretensions for that PR in IRC was: "it was not customizable enough and better to be placed in the menu" and "it takes a valuable space". Perhaps the views are changed from that time...

At this point I'd take that pause button over most others, haha. To maybe prevent confusion with the pause scene button on the top right, I'd suggest changing the tool name to "Freeze." I've made a 14x14 icon here: ToolFreeze.zip

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Calinou commented Oct 27, 2020

@molevision I amended my PR to use the icon you provided, thanks 🙂

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Just a note that I think although pausing might be useful for timelines, a more suitable fix for the problem of constant editor updates might be to have a slight modification to the system for requesting updates.

At the moment it is very broad, you request an update in the editor no matter whether this is caused by an animating texture, or something that really needs updating (like an update to the UI). Most of the time speaking for myself on a fanless PC, I don't want these constant updates the moment I use TIME in a shader or somesuch.

I'm wondering whether we can change the request_update function to have an argument such as a bool (perhaps with a default) to indicate whether the update is an essential update or not. Then we could have a switch in the UI to turn the non essential updating on and off.

I've been meaning to have a look at this but it might be something you might be interested in @Calinou.

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Is this likely to make it to 3.2.4?

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Calinou commented Feb 23, 2021

Is this likely to make it to 3.2.4?

Probably not, since 3.2.4 is nearing release. You can still cherry-pick this pull request and build it locally if you need it.

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Probably not, since 3.2.4 is nearing release. You can still cherry-pick this pull request and build it locally if you need it.

I haven't ever been able to get Vulkan Godot to work properly on my machine, the viewport is always completely black. Is there some way to build this PR with 3.3?

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Calinou commented Mar 21, 2021

Is there some way to build this PR with 3.3?

You can cherry-pick this PR's commit to the 3.3 branch, but you'll have to resolve merge conflicts in the way.

You can also save and apply the .patch file using git am, but I don't know how to resolve conflicts in an interactive manner with git am.

This can be used to decrease CPU/GPU usage if particles or shaders
are being displayed in the editor.

This closes godotengine/godot-proposals#942.

Co-authored-by: Chaosus <chaosus89@gmail.com>
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Calinou commented Mar 24, 2021

Rebased and tested again, it works successfully.

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vaner-org commented Apr 22, 2021

Congratulations on the 3.3 release! Can this please make it in to 3.3.1? 😅
This PR was intended as a stopgap awaiting specific fixes to a lot of people's technical problems with the viewport updating. I can't add animations to my characters or use post-processing without it, the editor load is just too high. I have not been able to use Godot for half a year because of this. It would make a big difference to everyone in #39758 to have this merged.

(Plus, Vulkan in 4.0 using the MoltenVK backend to access Metal might just make the problem go away, for Mac users at least.)

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This can be closed, functionality implemented by #53463.

@Calinou Calinou closed this Feb 4, 2022
@Calinou Calinou deleted the editor-add-pause-button branch February 4, 2022 22:22
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Add ability to pause all animated content within the editor (implemented in 3.5, not ported to master yet)
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