godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Visual Script editor is too small #6039

Closed Marqin closed 6 years ago

Marqin commented 8 years ago

Visual Script editor is too small. There should be an option to get VS editor (that window with graph and those two lists on left) to another window and fullscreen it.

Because it's not a code it cannot be opened in external editor, and Godot has too small window to edit it comfortably.

zrzut ekranu 2016-08-04 o 18 39 40

reduz commented 8 years ago

Yeah, I think eventually we should add an option to maximize the central panel

On Thu, Aug 4, 2016 at 1:41 PM, Hubert Jarosz notifications@github.com wrote:

Visual Script editor is too small. There should be an option to get VS editor (that window with graph and those two lists on left) to another window and fullscreen it.

Because it's not a code it cannot be opened in external editor, and Godot has too small window to edit it comfortably.

[image: zrzut ekranu 2016-08-04 o 18 39 40] https://cloud.githubusercontent.com/assets/959429/17410167/d7b2be5c-5a72-11e6-8755-c373f7fab344.png

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neikeq commented 8 years ago

Yeah. It would be nice to have something like a distraction free mode. Here is my proposal:

Holy marmalade of sweet sugary goodness! Someone get on that already!

reduz commented 8 years ago

I swear I remember seeing a PR for this at some point, but haven' t found it or seen it again either

On Thu, Aug 4, 2016 at 1:59 PM, Ignacio Etcheverry <notifications@github.com

wrote:

Yeah. It would be nice to have something like a distraction free mode. Here is my proposal:

  • Shift+F11: Hide all docks except the central panel.
  • Ctrl+Shift+F11: Hide everything except the central panel.

Please, someone get on that already!

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neikeq commented 8 years ago

Trust me, if there were a PR for this I would know.

BTW, the shortcuts I mentioned above seem to be already taken by some strange options in the editor:

What the hell is this?

We have to look for a different one :(

rgrams commented 8 years ago

Serious sarcasm in here

(Also, I wish I clicked the "comment" button several seconds earlier so my post would have been before yours made it abundantly obvious. Haha. #it'sthelittlethingsinlife )

rgrams commented 8 years ago

On a serious note: I used Unreal's Blueprints for a while before moving to Godot. One of the biggest issues was how much space they took up on the screen. I was constantly zooming in and out and panning around, often for things that would be one short line of text code. Hopefully that's considered in the design of Godot's visual scripting.

Marqin commented 8 years ago

In UE you can group nodes into groups, I wonder if Godot will have that feature. Also the same with VS->C++ compiler

danilojr commented 8 years ago

#2982

reduz commented 8 years ago

Ah I know I've seen something like this. Maybe we need to add buttons for this.

Regarding space, Godot splis functions in a graph for each, so that should help I hope.

On Thu, Aug 4, 2016 at 3:18 PM, Dan JR notifications@github.com wrote:

2982 https://github.com/godotengine/godot/issues/2982

-

possibility to hide the script list and use tabs to switch between them (maybe even hide inspector ? - small screen mode) (kubecz3k)

full screen mode, ability to switch between scripts that would appear as a list only when needed (similar as the idea above) (purpleorangegames)

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rgrams commented 8 years ago

@reduz Yeah, splitting each function is good. I'm not sure if it's what Marqin meant, but in UE you could also select any nodes you wanted and group them into a "collapsed graph" which appeared as one node with all the inputs and outputs and a custom title. Then you double-clicked to open it as a graph.

The worst size difference between text and nodes is with math operations and other common functions that are only 1-3 characters in text, but nodes can only get so small. UE had them as condensed nodes with no title bar, but they weren't actually much smaller. See here . That link also shows the Math node they added to help the problem. You can type in an equation and it automatically adds the right input pins for you. (It's also a collapsed graph that you can open if you want.) That's not the perfect solution either, but it's good when you have one long chunk of math.

Marqin commented 8 years ago

Yes this is what I meant with grouping.

reduz commented 8 years ago

Ahhh, well, here you can make a function I guess :P

You will be able to make nodes using script (be it c++, gd or visual itself) so that should hopefully cover it

On Aug 4, 2016 4:10 PM, "Hubert Jarosz" notifications@github.com wrote:

Yes this is what I meant with grouping.

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Zylann commented 8 years ago

Don't we have a distraction-free mode already? It maximizes the main view, so I guess it should do the same with the VS editor.

reduz commented 8 years ago

We should add visible buttons to it.. pr welcome

On Aug 4, 2016 4:50 PM, "Marc" notifications@github.com wrote:

Don't we have a distraction-free mode already? It maximizes the main view, so I guess it should do the same with the VS editor.

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vnen commented 8 years ago

The shortcuts @neikeq mentioned works on the script editor, so they already work on the visual script editor too.

ScotFlux commented 8 years ago

Yes, Distraction Free Mode and Fullscreen Mode already in Godot. If any of you watched my recent video on Facebook, you should have already saw I'm playing with that feature on Visual Script tab. But, until now Editor Settings --> Shortcuts has a bug, as it following Scene Undo-Redo System. Instead, Shortcuts must be independent from Scene Undo-Redo System. Unfortunately, my reported issue ( #6014 ) flagged as Enhancement instead of Bug. But, I could be wrong though. haha :laughing: lol

mercurysama commented 8 years ago

We can't use a fullscreen mode, because We use Visual Scrip tab with the inspector...

reduz commented 8 years ago

Ah, good point, you need the docks to use visual script properly. One idea I had was to move the list of opened scripts to a dock to save space, not sure how useful that would be,

On Fri, Aug 5, 2016 at 1:48 PM, mercurysama notifications@github.com wrote:

We can't use a fullscreen mode, because We use Visual Scrip tab with the inspector...

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Zylann commented 8 years ago

@reduz I agree with that, there are docks (or containers) I completely never use when scripting. This makes me think about this issue https://github.com/godotengine/godot/issues/5473 (but for VisualScript it's even more true)

toger5 commented 6 years ago

just found that issue. there is distraction free now. So we can close

reduz commented 6 years ago

Not only that, the list of scripts open and visual script panel share layout, so they use a lot less space.

On Thu, Sep 28, 2017 at 9:43 PM, Timo notifications@github.com wrote:

just found that issue. there is distraction free now. So we can close

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