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Editor Plugin Ideas, Improvements, Suggestions, etc. Issue. #6254
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Here is a list of features/fixes.
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+1 on the mouse offset bug. Currently using a messy hack to get it to work. Also, the ability to show/hide the gizmos in 2D/3D when editing custom nodes. Functionally it doesn't matter since input can be captured, but it would be a nice visual improvement. |
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That's what my comment above is about. You need access to CanvasItemEditor and SpatialEditor viewports/canvases in order to draw on them. |
Is there a way of sharing data between plugins? I think it should be possible but some sort of standardized interface would be appreciated. |
See #5786 |
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There is no Camera in 2D -- there is just canvas transform AFAIK |
@bojidar-bg well, that's what I meant. |
Could someone verify my two problems please? I hope I'm not doing something wrong. Edit: Ok, I have another:
No |
fixed
added an inspect_object() function to EditorPlugin so it's up to you to do it now
I think you have get_state() / set_state() to store state in a scene-specific way, is this not enough?
Added access to EditorResourcePreview and EditorResourcePreviewGenerator, so you can now request and generate previews for all data types, including your custom ones.
Added proper API for forward_canvas_input_event, forward_draw_over_canvas and update_canvas to EditorPlugin, this should allow you to draw any kind of gizmo for your edited objects.
This is already supported, isn't it? |
@neikeq not kind of sure if I want to expose those, since they may change and are not super clean. What kind of functionality would you like to use from them? |
@eska014 Added binding to set_child_rect(), will remove this function in 3.0 and make this control behave more container-like (so anything is expanded inside automatically) |
@gau-veldt Just return true when asked: has_main_screen() in EditorPlugin and it's added as a main plugin after 2D, 3D, Script, etc. |
I only wanted them for drawing. Does |
@neikeq for Spatial editor you can use a node anywhere for drawing, or you have the Gizmo API. |
@EdwardAngeles this should be already covered |
@GlaDOSik selection issues should be solved. MultiNodeEdit I suppose you are free from ignoring it. Not sure if it has any use for you, as you can already get the selection. |
@Zylann I noted for Godot 3.0 to make plugins unregister the custom types and controls they created automatically. Will not do it now because a lot of existing stuff will break. |
@reduz already tried that |
Well, I want to know if user selected multiple nodes. In this case, there is a problem with callback order. If I select a node, I'm getting So I think the order should be changed. I need |
Okay so I was thinking of this idea when diving into the plugins tutorial. The documentation is well-written btw! Suggestion:
For example, I'm writing a script that will export my levels into json format to be used on my server. Instead of having the node highlighted, then clicking on the button, we can just right and click our custom menu item to be executed. However, this is just icing on the cake and honestly not sure what everyone thinks, but I think it'll be a cool feature down the road |
@reduz How stable is the plugin API now? This is something that still needs to be done in 3.0 AFAIK (using alpha1, not recent builds). |
Hi @reduz I still see the issue with get_selected_nodes as described by @GlaDOSik in #6254 (comment) (v2.1.4) I only get either child nodes or the parent. But if both parent and child is selected only the parent is returned. Can you point me at the commit that is supposed to fix this or is this something fixed in 3.0? EDIT |
Ok I think "get_transformable_selected_nodes" in master is what I was expected. |
I would like to see MultiNodeEdit exposed to GDScript so that at the very least you can iterate over the collection yourself. |
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine. The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker. If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance! |
The Editor plugin API in Godot was mostly done with wishful thinking, and as a way to have a stable and clean API to editor functions (which may vary over time internally, or are not clean enough).
However, I'm positive that a lot of functionality for what you can do in the editor is missing from this API, thus inaccessible for plugins.
This issue is for you to write what kind of functions, objects, functionalities, etc. are missing for you, or you would like to be able to access so we add them in the next Godot version.
Feedback very welcome!
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