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Move GridMapEditor to bottom panel #96922
Move GridMapEditor to bottom panel #96922
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the conflict does not seem to be super important, it's about a
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I think this would be a fantastic addition! 🥳 From an engine usability perspective, this change greatly improves the consistency between the placement of the GridMapEditor and the TileMap (for example). From personal experience, the difference has been a bit confusing, and this update would make the UI feel much more cohesive and intuitive. From a maintainer's point of view, was there originally a reason the GridMapEditor was placed on the right and not made consistent with something like the TileMap? |
I am very happy that grid map is getting some much needed love in the UI/UX Department. Hope to see this get merged for dev 3 or 4. |
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I forgot to mentionned that:
The merge conflict made me realised that we can probably delete some of the editor settings for Gridmap which aren't relevant anymore. |
In general in favor of moving it to the bottom panel. I think having the panel on the bottom works better in terms of gui real-estate. I tested a little and while overall it worked decent it did not take long to encounter random visual or selection bugs. E.g. a giant version of the new selection cursor appearing at scene load out of nowhere. I also had multiple random instances when playing with the toolbar options the selection wouldn't update correctly after e.g. a fill, move or cutout. Maybe some of those issues are old and already existed before but since there where no visuals it was hard to notice but now those turned into "in your face" bugs for users. Whatever the case this needs more testing from people to iron those things out. If those selection bugs can be fixed I would like to see this merged. |
Thank you for your feedback @smix8 ! there are definitely bugs that existed before, but I was waiting to see if there is interest to merge this PR before to spend more time on it. For instance, the fact that the selection is not well updated after a rotation was not really visible before I fixed the pasting feature in #95322.
From my testing, it seems to happen when you open Godot with a 3d scene containing a gridmap already opened? Sometimes the camera position is updated quickly and you see the selection cube from wherever the camera is. Sometimes, the camera position is not updated yet, so it is somewhere closer to (0,0,0) and you see a giant cube. I will have a go at fixing it; the selection cube should not be visible until the gridmap is visible.
If you can come up with a list of when the selection is not updated correcly, it would be very helpful. On my side, I noticed these behaviours, some are expected, some can be argued to be unexpected:
Note that It was initially called |
The "big selection cursor" happens for me by just opening a scene with a GridMap node or switching to it. The GridMap node does not even need to be selected or something. I think this is one of the main issues that should be fixed for this PR because it is something that all users will notice. I am personally fine with keeping the already existing GridMap bugs for other PRs, rome wasn't (re)build in a day as well. |
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Speaking with @smix8 today, we think that for this PR, I may have to drop the following feature:
This is because I edited the EDIT: I might found a solution that is to use the |
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I implemented the new solution to hide/show the transform gizmo, using |
Is this the same bug that was fixed? If so, then related: |
If I understand well, the conflict is about replacing |
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Approving the change to bottom panel. I think it is a good change and consistent with TileMap. The side panel also limited what could be reasonably added in the editor for GridMap considering how already cramped it was around the main Viewport window.
I didn't encounter (new) bugs while testing it except issues that already exists in GridMap and need to be solved in with different PRs.
PR still needs a code review from someone.
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Thanks! |
@Nodragem This is a really great change, thank you for your amazing work! 😄 However I fear that this reintroduced a bug related to conflicting shortcuts in the editor originally fixed in #79529. For instance, I have bound the S key to "begin scale transformation" (blender-like shortcuts). If I'm on the gridmap and I press S to rotate a mesh, it also triggers the scaling of the whole gridmap, making a mess. |
I will have a look today! Should the fix be a new PR? |
Yes, as this PR was merged so it can't be edited further. |
After using it a bit more, woah, what a glow up! Here are a couple of random thoughts, for future improvements:
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@geowarin Thanks for the feedback and the ideas! Would you like to leave your ideas for the next steps in this meta-proposal I've made: godotengine/godot-proposals#10992 ? Like that we can discuss all related ideas in one place :) thank you! Re: fill tool, it works in select mode on my side: I select something and then press Z (or click fill) to fill it with the currently selected mesh. |
This option is no longer used after the rework in godotengineGH-96922
This option is no longer used after the rework in godotengineGH-96922
implements the proposal: godotengine/godot-proposals#10405
new_gridmap_demo.mp4
with:
Bugsquad edit: