Replace contextual toolbars with contextual drawers
### Describe the project you are working on Godot editor ### Describe the problem or limitation you are having in your project It's been a long standing issue that the toolbar row on top of the editor viewports is very crowded when it comes to contextual tools. Not only does it create a lot of clutter for users to untangle reducing productivity, but it also prevents us from comfortably supporting PCs and laptops with smaller displays. This segment of users is very important for us, as a lot of Godot users work from smaller laptops with limited screen space. But even for people with huge monitors (like myself) the amount of icons on the toolbar can become overwhelming depending on context of selected nodes. While we do some work to move tools away from that panel (https://github.com/godotengine/godot/pull/54342), we also introduce new tools that are important to people who work visually (https://github.com/godotengine/godot/pull/54372). There is also an argument to be made that the toolbar row loses its purpose when we start adding more and more functionality to it, sometimes not even strictly "tool" functionality. For a better perspective on what areas of the engine it affects see multiple linked issues in https://github.com/godotengine/godot/issues/31133. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation One of the proposed solutions was to create an overflow for the toolbar and automatically hide excessive elements there. B
Posted by YuriSizov on Nov 15, 2021, 5:50 PM
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[Meta] Feedback on granular control over Copilot changes
unexpected status 401 Unauthorized issue
[MODEL] Measurable quality regression in Claude generation 5 (Fable 5 / Opus 5 / Sonnet 5): worse nonsense detection, ~2x verbosity, under-disclosed model fallb
[CRITICAL] Subagent spawning and subagent pattern bugs trigger infinite recursion, infinite token usage, grossly inefficient token usage, and lost accumulated s
Video stops playing after some minutes
[MODEL] Claude verbose code comments by default — ignores instructions to stop.
Scope Codex VS Code chats to the current workspace/project
Update on "Co-authored-by: Copilot" in commit messages
Replace contextual toolbars with contextual drawers
### Describe the project you are working on Godot editor ### Describe the problem or limitation you are having in your project It's been a long standing issue that the toolbar row on top of the editor viewports is very crowded when it comes to contextual tools. Not only does it create a lot of clutter for users to untangle reducing productivity, but it also prevents us from comfortably supporting PCs and laptops with smaller displays. This segment of users is very important for us, as a lot of Godot users work from smaller laptops with limited screen space. But even for people with huge monitors (like myself) the amount of icons on the toolbar can become overwhelming depending on context of selected nodes. While we do some work to move tools away from that panel (https://github.com/godotengine/godot/pull/54342), we also introduce new tools that are important to people who work visually (https://github.com/godotengine/godot/pull/54372). There is also an argument to be made that the toolbar row loses its purpose when we start adding more and more functionality to it, sometimes not even strictly "tool" functionality. For a better perspective on what areas of the engine it affects see multiple linked issues in https://github.com/godotengine/godot/issues/31133. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation One of the proposed solutions was to create an overflow for the toolbar and automatically hide excessive elements there. B
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