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Godot Engine official documentation
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List of poorly documented features and tricks #4377

Open KoBeWi opened 3 years ago

KoBeWi commented 3 years ago

Your Godot version: 4.0

Issue description: Here's the list of stuff I mentioned in https://github.com/godotengine/godot-docs/issues/3969#issuecomment-687590890 I'm not sure actually how much of this is documented, but I bet not all of it. Also the list isn't exhaustive. If you know something that isn't here and isn't well known, comment and I will add it.

Things that are not documented nor indicated anywhere

Things that are handy, but not documented and easy to miss

Misc tricks

Maybe I should turn these into checkboxes to make a tracker?

KochiNagamine commented 3 years ago

Also you can shift + clic when using bitmaps in autotile to set wilcard bits, this is really helpful when your tileset doesn't need to be complete (but anyways tileMaps will be rewriten in 4.0 so it's more a enchancement for only 3.2 documentation)

MewPurPur commented 1 year ago

Shift+Click creates a bookmark instead of a breakpoint (I implemented it but didn't figure out how to document it...)

Gradient editor these undocumented tricks:

The curve editor also doesn't document that Ctrl snaps the points to a grid.

RandomShaper commented 1 year ago

Last time I checked this still worked: if you confirm the change to the value of a component of a vector/matrix property in the inspector with Shift+Enter when you have multiple nodes selected, you keep the rest of the components in all nodes intact, instead of setting the whole property to the new resulting value for all the selected nodes.

E.g., selecting multiple sprites and setting all the 'x' component of their positions to the same value without affecting 'y' in any.

theraot commented 1 year ago

Regarding fields in the inspector:

realkotob commented 1 year ago

Can we have an Editor Shortcuts & Tips page?

There is no way all of these can be discovered by accident, they need to be put into one doc page as a start until we find a better way to organize them.

Haydoggo commented 1 year ago

selecting multiple sprites and setting all the 'x' component of their positions to the same value without affecting 'y' in any.

Why is this not default behaviour??

jitspoe commented 1 year ago

Another one we had a hard time finding: Alt + Left click or Ctrl+shift+up/down arrows to enable multi-cursor.

RandomShaper commented 1 year ago

Another one we had a hard time finding: Alt + Left click or Ctrl+shift+up/down arrows to enable multi-cursor.

Do we have multi-cursor in Godot's text editor? Good to know, I'm in love with it.

MewPurPur commented 1 year ago

image

I made this a while back. It takes a bit of space from the bar though. Maybe we can do better? Maybe just like we list editor shortcuts, we could list these hardcoded, non-configurable tricks? For example, my game has F11 for Fullscreen; I list it in a separate section in keybinds, even though it's not configurable.

theraot commented 1 year ago

Dragging a script from the FileSystem to a Node in the Scene will attach/replace the script to the Node.

But!

Holding Ctrl while dragging a script from the FileSystem to a Node in the Scene will create a new Node with the script attached.

There is no indication that holding Ctrl does anything until you drop.

I even had opened a discussion about it months ago, thinking the feature didn't exist, and people upvoted it, until hours ago somebody posted that the feature exists. In fact, it turns out that it already existed when I opened the discussion: https://github.com/godotengine/godot-proposals/discussions/7211

And now that my old discussion is closed, somebody else made a new one suggesting the same feature: https://github.com/godotengine/godot-proposals/discussions/8283

L4Vo5 commented 1 year ago

Renaming a node to an empty name automatically makes it have its base class' name (script class_names don't count) found out here