Closed lonevox closed 3 years ago
I think I'd do this with a right-click contextual menu for consistency with the editor's scene tree. A standalone button looks too "disconnected" from the use case and is not always valid to click if nothing is/can be selected.
Also several things:
Util
, it's not something generic enough, it's tied to a particular use case._selected_node
is unnecessary since the selected node can already be obtained anytime with _get_node_from_view
A right click menu was what I had in mind too, but admittedly a button was the fastest implementation. Same with the file dialog, which will be very easy to add in. You make a very good point that the nodes are modified and then not reverted. That should be easy to change too. I'll make sure to move the other methods out of Util.
As for my Godot version, I was using 3.0.6, as it is the version listed on the Godot asset library for this plugin. I wasn't sure if this plugin worked on 3.2.3 but I just tried it out and it seems fine. I'll change the scene in 3.2.3 so the unnecessary lines are removed.
was using 3.0.6, as it is the version listed on the Godot asset library for this plugin
The assetlib is probably not clear but this actually means it can be used from 3.0.6 onwards, it is not tied uniquely to that version.
I've changed it so it works as you described. Would this be fit to merge?
Thank!
Also changed the readme to explain what the button does.