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Use physical keys for the Q/W/E/R 3D editor shortcuts #103533

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Calinou
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@Calinou Calinou commented Mar 3, 2025

This ensures they work consistently regardless of keyboard layout, like freelook already does. The intent is to use the first 4 letter keys on the top row of the keyboard.

Tested on a fresh editor settings file and AZERTY keyboard layout on Linux/X11.

This ensures they work consistently regardless of keyboard layout,
like freelook already does. The intent is to use the first 4 letter
keys on the top row of the keyboard.
@Calinou Calinou requested a review from a team as a code owner March 3, 2025 23:12
@Calinou Calinou added this to the 4.5 milestone Mar 3, 2025
@Nodragem
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Nodragem commented Mar 4, 2025

May be worth checking if the 2D editor have the same issue?

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Calinou commented Mar 5, 2025

May be worth checking if the 2D editor have the same issue?

The 2D editor uses Q-W-E-S (R is used for the ruler, while we use M for that in 3D).

We should probably harmonize the 2D and 3D shortcuts (to make 2D act like 3D), but I'm not sure if it should be done here or in a separate PR.

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Nodragem commented Mar 6, 2025

I checked and in the 2D editor:

  • QWE are not physically binding while they should;
  • S is binded to (S)cale and R to (R)uler, and these ones should be kept as NOT physically binded.

So yes, there is a need for harmonization and that harmonization could be part of creating distinct QWER and GRS presets. By splitting into 2 presets, we can really harmonized the QWER approach, without worrying about GRS (and vice-versa).

In this PR (or another), we could still make sure that QWE in the 2D editor as physically binded.

@Repiteo Repiteo merged commit 69d1992 into godotengine:master Mar 11, 2025
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Repiteo commented Mar 11, 2025

Thanks!

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4 participants