Open EduardoLemos567 opened 4 weeks ago
I guess https://github.com/godotengine/godot/pull/74573 would resolve this?
@KoBeWi It does...
Just to suggest, its not complete:
Thank you Sorry if i sound demanding or anything related, not my intention. I'm not very good with english
Describe the project you are working on
Any project that uses a viewport.
Describe the problem or limitation you are having in your project
When you put a subviewport, you cant see everything inside it, you cant edit properly inside it (eg: cant edit tilemaps). A solution is to edit things outside the subviewport and move it inside. But if you set a control outside the subviewport with anchors to full rect and move inside the subviewport, the anchors will still use the project resolution size instead of adapting to the subviewport's size.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
In the editor, the viewport you see is the editor viewport, using the project size settings. The idea is simple, when you click the subviewport node, show a button, somewhere, which allows you to go inside the subviewport, named: "Go inside", "Scope inside", or whatever makes sense. Also a button to leave and go back the scene's/project viewport.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
If this enhancement will not be used often, can it be worked around with a few lines of script?
I believe its 100% useful when using subviewports and used as often as using viewports.
Is there a reason why this should be core and not an add-on in the asset library?
Its 100% useful when using subviewports, as the current workflow of using a separate scene to edit stuff outside the viewport doesnt take into account the viewport size/ratio. A scene cant know anything about its parent.
Advantage is to edit stuff with a proper subviewport size and save it on the same scene.