Open cassandrus opened 1 year ago
I'm against - this window can get sluggish if you have many addons, and having it connect to the asset store will only make performance worse
I'm against - this window can get sluggish if you have many addons, and having it connect to the asset store will only make performance worse
That's why I added checkbox. If it's too slow for you, just uncheck it. The whole idea is that there's no better place to put this. When a newbie user tries to check if some needed feature is available he opens exactly this window.
That's why I added checkbox. If it's too slow for you, just uncheck it.
This should be off by default. If my net is too slow/CPU tanks, the editor may freeze and I won't be able to uncheck.
When a newbie user tries to check if some needed feature is available he opens exactly this window.
Lots of things can be done without using a custom node. This might be a misfeature in general, training people to expect everything to be shown here.
There is no central registry that associates each add-on to the node(s) they provide, so this isn't technically feasible.
With "Add support for global plugins/universal addons" (https://github.com/godotengine/godot-proposals/issues/831) I'd be OK with this feature but searching among the installed "universal addons". Otherwise, let us say I'm not enthusiastic about it.
@theraot That would already be the case though, if we have a global plugin / universal addon then its node types will already show up in the Create New Node dialog like a regular project-specific addon. However you would want to copy the addon into your project if you want to keep using that type in your exported game.
I like the idea and the amount of downvotes is surprising to me. I imagine people can install official addons this way as well. But yea as Calinou notes there is a lack of some features in current AssetLib implementation
I think common node names (ie main,map,menu) could clog/make this feature useless
I had forgot about this proposal. Thank you for bringing it up in #8114
My concerns with this was that it might result in searching online by accident, and that both installed and not installed results would be mixed. And hence I was thinking of having add-ons installed in the machine, from where you would search to add to the project.
However, my current thoughts are that we should have it as a tab in the window instead of a check box. I believe that would be sufficient to avoid the possible mentioned accidents, as it would keep the online search and results separated from what is installed on the system.
Describe the project you are working on
Engine GUI Feature
Describe the problem or limitation you are having in your project
As the engine core will not include any additional features, it's crucial to have comfortable way of installing plugins from engine itself. Currently, there's no clear source of info on plugins, official plugins or any other additional assets.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
I propose to add "Include results from marketplace" checkbox (and additional tab) to "Create New Node" dialog. This will greatly improve observability of plugins.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Additional metadata for marketplace plugins will be needed to describe what plugins add nodes (and their description, icon and so on).
If this enhancement will not be used often, can it be worked around with a few lines of script?
It will be used often
Is there a reason why this should be core and not an add-on in the asset library?
It's about asset library