Engine UX/UI redesign (Mock-up)
### Describe the project you are working on This feature is a general-purpose feature that will be helpful to all developers. ### Describe the problem or limitation you are having in your project I've been working on a project in Godot for a little while now and as I've gotten more used to the engine, some UX problems have begun to stand out to me. To be clear I really like Godot and its UI is not bad, especially compared to some other game engines out there, but there's also a lot of room for improvement in both the UX and UI departments. There's a very informative [post](https://github.com/godotengine/godot-proposals/discussions/4582) in the Godot discussions repository detailing some people's complaints with inconsistencies in the UX/UI of Godot. I've also seen others discussing their frustration with the UX on reddit or other places online, so I'm confident this is something that's applicable to a sizeable portion of the community. I know I could make an individual proposal for each change that I'm about to bring up but there are a lot of changes that are related to each other and if each had its own proposal, some might get lost in the crowd so to speak. More importantly, I think some of the problems with Godot's UX actually _stem from_ the fact that each feature has its own proposal, as there's no overarching vision for how Godot's workflow is meant to be structured or how different features are meant to work together. I also think this proposal will be much easier
Posted by BeattieCameron on Oct 26, 2023, 1:09 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.2,000 issues0 comments
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This is the biggest problem with contracts, there's simply no way to actually say "please always execute this check".
I don't disagree with you on this, I worked my whole life in corporate and haven't worked as a OSS maintainer before, though I will _and ...
the new VSCode UI, looks cute, i don't like it.
I've been working on my own private harness for the past 8 months, and I've been collecting ideas from such repos I've stumbled upon.
The way AI is able to interact with outside resources is pretty impressive, but the quality of code it produces to me is still questionab...
Add PR-style review comments in Git Diff UI that feed into the active agent thread
Thanks for indulging me so far, by the way, I really appreciate this discussion, it's very stimulating.
Migrate GDScript to the GDExtension mechanism and overhaul the implementation
Engine UX/UI redesign (Mock-up)
### Describe the project you are working on This feature is a general-purpose feature that will be helpful to all developers. ### Describe the problem or limitation you are having in your project I've been working on a project in Godot for a little while now and as I've gotten more used to the engine, some UX problems have begun to stand out to me. To be clear I really like Godot and its UI is not bad, especially compared to some other game engines out there, but there's also a lot of room for improvement in both the UX and UI departments. There's a very informative [post](https://github.com/godotengine/godot-proposals/discussions/4582) in the Godot discussions repository detailing some people's complaints with inconsistencies in the UX/UI of Godot. I've also seen others discussing their frustration with the UX on reddit or other places online, so I'm confident this is something that's applicable to a sizeable portion of the community. I know I could make an individual proposal for each change that I'm about to bring up but there are a lot of changes that are related to each other and if each had its own proposal, some might get lost in the crowd so to speak. More importantly, I think some of the problems with Godot's UX actually _stem from_ the fact that each feature has its own proposal, as there's no overarching vision for how Godot's workflow is meant to be structured or how different features are meant to work together. I also think this proposal will be much easier
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