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Describe the problem or limitation you are having in your project
While adding animations to my test character, I've noticed two unfortunate limitations in the Animation Library Editor that make working on a project with dozens or hundreds of animations more pain than it needs to be:
The hide_folding flag of the Tree representing libraries and their assigned animations is set to true, forcing the user to scroll too much if the AnimationPlayer that the editor was opened for has a lot of animations.
When you click a LoadLibrary button or a LoadAnimation button, the FileDialog opens in a FILE_MODE_OPEN_FILE mode and thus you can only add animations or libraries one by one. Again, on larger projects this is a productivity bottleneck.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Set the hide_folding flag to false
Set FileDialog to select and load multiple files
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Describe the project you are working on
A 3d action-adventure game
Describe the problem or limitation you are having in your project
While adding animations to my test character, I've noticed two unfortunate limitations in the Animation Library Editor that make working on a project with dozens or hundreds of animations more pain than it needs to be:
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
For the folding arrow:
For multiselect - currently all file save/load behavior is handled in
I propose to separate the animation file and library loading behaviors into a
and set file_mode to FILE_MODE_OPEN_FILES where relevant.
Proposed implementation Animation Library Editor enable multiselect and tree fold arrow godot#84088.If this enhancement will not be used often, can it be worked around with a few lines of script?
This enhancement will be used every time the Animation Library Editor is used and there's no point working around it.
Is there a reason why this should be core and not an add-on in the asset library?
Animation Library Editor is the core part of the engine and this proposal directly affects its UI.
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