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Improve Visual Shader Editor responsiveness #2274
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…t clicked location.
About to take the plane back to buenos aires, will check when I arrive
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I wonder why you went to Ctrl as additive and Shift as Subtractive? :) |
Control is default for aditive selections on file browsers, maybe alt should be fine for substractive, i just felt this was enought straightforward (people usually learn these stuff just trying out) |
…d a second Input GraphNode
Oh ok... here's what's really happening in other software/file browser... SHIFT is for selecting multiple objects at the same time... hope this info helps... :) |
check how godot does it and do the same, honestly this is different in On Sat, Jul 25, 2015 at 10:11 PM, Manson Mamaril [email protected]
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why not allow users to set shortcuts themselves? |
That's the best idea... 👍 for that... I don't know how to code godot... so all I can give are ideas, suggestion and moral support... @MarianoGnu ~ Please do implement custom shortcuts... :) |
no custom shortcuts for now On Sun, Jul 26, 2015 at 4:06 AM, Manson Mamaril [email protected]
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A little addition to PR roadmap: Delete key remove selected nodes (except for Output of course) |
Do not merge these changes, default values are not compiled into shaders yet!
# Solved Conflicts: # tools/editor/property_editor.cpp # tools/editor/property_editor.h
# Solved Conflicts: # scene/gui/spin_box.cpp # scene/gui/tree.cpp
I give up into implementing UI zoom... @reduz , @okamstudio you can merge this alredy if you want |
no worries, i can try implementing this On Sun, Aug 30, 2015 at 7:41 PM, Mariano Javier Suligoy <
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# Solved Conflicts: # tools/editor/property_editor.cpp
@reduz this is finally fixed and ready to merge |
Improve Visual Shader Editor responsiveness
According to 1.2 plan i'm working in the next points:
Zoom for Visual Shader Editor