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Allow to select multiple remote nodes at runtime #99680
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I want some feedback on how to handle limiting selection of too many nodes, because that carries the risk of encoding of the data failing and no selection occurring.
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Maybe hard limit with warning? |
@KoBeWi Missed your message, sorry. It depends on the data size of the objects. On my end for example, selecting more than 30 |
So limit it to 20-25, if someone tries to select more nodes pop a warning toaster. The limit can be configurable in editor settings. Personally I rarely select more than 5 nodes; most often it's to move them in the scene, which is not something you can do in Remote tree. |
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The selection limit has been implemented. |
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@@ -520,41 +538,6 @@ void GameView::set_is_feature_enabled(bool p_enabled) { | |||
is_feature_enabled = p_enabled; | |||
} | |||
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void GameView::set_state(const Dictionary &p_state) { |
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You could instead replace it with editor layout. It's global for editor.
The project metadata are per-project, not very useful for Game tab.
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I would actually disagree. Different projects sometimes require different workflows, so making those be kept in a per-project basis makes sense.
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Tested locally, it works as expected. It works in mixed 2D-3D scenarios too:
select_multi.mp4
PS: The orange selection gizmos in 3D still seem to receive shadows (unlike in the editor where they render as expected). I thought this was fixed at some point.
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@Calinou The rendering of those use the same flags as the ones in the editor, so I dunno what could be causing it. |
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Alright, |
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Try again, please. |
When you select a node the first time, it shows correctly as the one edited at the top of the inspector, but selecting another node does not update it, the first one still shows. Also the editor selection history does not work properly, selecting another node update the previous entry instead of adding a new one. godot.windows.editor.x86_64_jneUqvm8CL.mp4 |
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@AeioMuch Should be fixed now. |
It works fine now 👍, but there's is still a small issue remaining : while using the drop down menu of recently edited object will properly reselect the correct node(s) in the remote scene tree, using the backward and forward arrows will not reselect them, only update the inspector. |
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@AeioMuch Try again. |
Fixed! Well done 😀 |
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Closes #93628.
Screencast_20241125_111648.webm
Features Implemented
MultiNodeEdit
works.Node2D
/Control
andNode3D
nodes.Sponsored By: 🐺 Lone Wolf Technology / 🍀 W4 Games.