Describe the problem or limitation you are having in your project
I'm rebuilding the skeleton sprite piece by piece and I need to check that it matches the reference T-pose sprite I prepared in a lower layer.
I can either make the piece semi-transparent, or toggle visibility on each piece to check they fit my reference model.
However, toggling visibility requires to click on the eye button near the node in Scene tree view, which is a bit slow when done repeatedly after each adjustment translating the node around.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a customizable keyboard shortcut for toggling node visibility aka show/hide node.
Default could be Ctrl+H (in fact not a great left hand shortcut because H is far from the left side... maybe Ctrl+Shift+V is users think of it as Visibility and not Paste), or whatever really. Even if it's empty, I'm fine with it, as "power users" could also set a shortcut for the action. But it could help to have some default shortcut because then it could appear when hovering the eye button, and that would make users aware that it exists.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
In Editor Settings > Shortcuts > Editor, together with Lock Selected Node(s), etc. add an action Toggle Visibility of Selected Node(s), with some default e.g. Ctrl+H
Batch behavior (when multiple nodes are selected) could be the same as the current one when clicking the eye button, for consistency: it toggles each node visibility independently. This means that visible nodes becomes invisible and vice-versa. I understand that it may be disturbing to users used to all nodes ending in the same state, but that's another issue (and we should change eye button's behavior too in that case).
When hovering Eye icon, the main shortcut appear in brackets, if any: Toggle Visibility (shortcut) (this is the same as all the Scene editor buttons like Rotate Mode (E), it shows no brackets at all if no shortcut, and only the first one if multiple shortcuts are assigned, so just reuse the piece of code that prints that)
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, it's native action binding.
Is there a reason why this should be core and not an add-on in the asset library?
I think an add-on could do it but it would be overkill for a native action shortcut.
Describe the project you are working on
A platformer with a skeleton sprite
Describe the problem or limitation you are having in your project
I'm rebuilding the skeleton sprite piece by piece and I need to check that it matches the reference T-pose sprite I prepared in a lower layer.
I can either make the piece semi-transparent, or toggle visibility on each piece to check they fit my reference model.
However, toggling visibility requires to click on the eye button near the node in Scene tree view, which is a bit slow when done repeatedly after each adjustment translating the node around.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a customizable keyboard shortcut for toggling node visibility aka show/hide node.
Default could be Ctrl+H (in fact not a great left hand shortcut because H is far from the left side... maybe Ctrl+Shift+V is users think of it as Visibility and not Paste), or whatever really. Even if it's empty, I'm fine with it, as "power users" could also set a shortcut for the action. But it could help to have some default shortcut because then it could appear when hovering the eye button, and that would make users aware that it exists.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Toggle Visibility (shortcut)
(this is the same as all the Scene editor buttons likeRotate Mode (E)
, it shows no brackets at all if no shortcut, and only the first one if multiple shortcuts are assigned, so just reuse the piece of code that prints that)If this enhancement will not be used often, can it be worked around with a few lines of script?
No, it's native action binding.
Is there a reason why this should be core and not an add-on in the asset library?
I think an add-on could do it but it would be overkill for a native action shortcut.