Editor overhaul mockup - ways to add full customizability
### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Godot recently took steps to make the editor more customizable via a button to detach windows, among other things. These kinds of implementations solve a singular user gripe without taking the bigger picture of editor customizability into account. Until that is addressed, requests for ‘one more customizability option’ will keep coming (e.g., ability to see documentation side by side with the code editor). They also have the bad side effect of decreasing editor accessibility over time (meaning there is no consistency; ‘you just have to know’). Here are some examples of that: - Currently, the way to undock certain tabs is to use the three dots, then the undock button. Others have the undock button always visible. - You can drag certain tabs around to drop them into another area but not the detached ones. - You can’t detach tabs from the bottom area except for the Shader Editor for some reason. When you ‘detach it,’ it actually stays in place and a duplicate is created while the original becomes a blank tab. - A variation of this happens with the Script Editor, which can be detached despite not being a tab. It too stays in place despite being detached (or just its button does). But in its case, clicking on its button focuses the detached window. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The way to
Posted by PLyczkowski on Jul 7, 2023, 4:43 PM
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Related issues
- struct's lifetime requirements can be bypassed via covariant field assignment
- Proposal to Reorganize the Moderation Team and Review Moderation Policies
- Progressive FPS degradation appears to be related to dota2.com — blocking the domain prevents the performance loss
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- Better Custom Endpoint BYOK
- A concrete policy for backward compatibility until Godot 5.0
Raise real-world problems, find people facing the same issue, and discuss solutions.2,500 issues0 comments
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struct's lifetime requirements can be bypassed via covariant field assignment
Proposal to Reorganize the Moderation Team and Review Moderation Policies
Progressive FPS degradation appears to be related to dota2.com — blocking the domain prevents the performance loss
proposal: container/...: generic collection types
Better Custom Endpoint BYOK
A concrete policy for backward compatibility until Godot 5.0
New MTP models not supported
Tracking: 429 / Capacity Issues
Editor overhaul mockup - ways to add full customizability
### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Godot recently took steps to make the editor more customizable via a button to detach windows, among other things. These kinds of implementations solve a singular user gripe without taking the bigger picture of editor customizability into account. Until that is addressed, requests for ‘one more customizability option’ will keep coming (e.g., ability to see documentation side by side with the code editor). They also have the bad side effect of decreasing editor accessibility over time (meaning there is no consistency; ‘you just have to know’). Here are some examples of that: - Currently, the way to undock certain tabs is to use the three dots, then the undock button. Others have the undock button always visible. - You can drag certain tabs around to drop them into another area but not the detached ones. - You can’t detach tabs from the bottom area except for the Shader Editor for some reason. When you ‘detach it,’ it actually stays in place and a duplicate is created while the original becomes a blank tab. - A variation of this happens with the Script Editor, which can be detached despite not being a tab. It too stays in place despite being detached (or just its button does). But in its case, clicking on its button focuses the detached window. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The way to
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