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Improved Dock System

**Note**: *I opened this proposal for everybody to bikeshed on it as much as they want. Big changes are unlikely to happen before 4.1 anyway, so there is plenty of time to decide on things.* ### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project While for the most part it works well, there are some limitations with how the Godot dock system works. As an example, the following use cases are requested but are not currently possible: * Move filesystem to the bottom, similar to Unity. * Move shader editor to a side. * Ability to separate script editor from viewport editor. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation For the most part, for most of the use cases, the Godot system works well. The contextual editing does it job and ensures users are not lost in the hundreds of editors available for different types of nodes and resources. This happens because the one you need always comes up in your aid at the right time. A system more similar to Blender o Unity is often proposed, but Godot just does not function the same. There are no clear workflows and there are too many contextual editors. Those systems also can get messy fast. The solution, in my view, should be more conservative and focus on expanding what we have to cover the missing use cases rather than changing it for other approach. As it stands, Godot has now two types of docks: * Side Docks * Bot

Posted by reduz on May 20, 2022, 8:01 AM

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Improved Dock System

reduzMay 20, 2022, 8:01 AM

**Note**: *I opened this proposal for everybody to bikeshed on it as much as they want. Big changes are unlikely to happen before 4.1 anyway, so there is plenty of time to decide on things.* ### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project While for the most part it works well, there are some limitations with how the Godot dock system works. As an example, the following use cases are requested but are not currently possible: * Move filesystem to the bottom, similar to Unity. * Move shader editor to a side. * Ability to separate script editor from viewport editor. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation For the most part, for most of the use cases, the Godot system works well. The contextual editing does it job and ensures users are not lost in the hundreds of editors available for different types of nodes and resources. This happens because the one you need always comes up in your aid at the right time. A system more similar to Blender o Unity is often proposed, but Godot just does not function the same. There are no clear workflows and there are too many contextual editors. Those systems also can get messy fast. The solution, in my view, should be more conservative and focus on expanding what we have to cover the missing use cases rather than changing it for other approach. As it stands, Godot has now two types of docks: * Side Docks * Bot

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