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Allow batch drag and drop in typed array of Node and NodePath. #89406
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I want this feature badly, but the UX of this is very uncommon and doesn't work for all use cases. You hold RMB while dragging files so you can click on the node you want to inspect with left, correct? This won't work on trackpads and touch screens, and if they get separate solutions, that will feel hack-y indeed. |
This PR only allow to be able to drop multiples node into the typed array, it does not provide a way to switch the inspector like what I propose above (hovering the node for a certain amount of time to inspect it), or a way to pin the inspector. So that's why I mentionned an existing workaround to be able to test it. Sure it is not very user friendly to do it this way tho. |
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The title of this PR is a bit misleading. Typed array already supports multiple resource dropping, this only adds support for nodes. |
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I really like this but the inspector change on hovering or the inspector pinning should really be done before this as it feels hacky even with a mouse. |
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Some more style comments, but seems fine now.
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All looks functional now. One more possible improvement is highlighting valid drop positions when dragging multiple nodes, because right now it works only for single node: godot.windows.editor.dev.x86_64_pvzeFygM1O.mp4But that's something for later. |
Yes indeed, but it is not because of dragging multiple nodes per se but when inspecting another node while dragging, that's when it breaks, even when dragging only one. That should be taking care of with the methods to do it properly I guess. |
Thanks! |
Thanks a lot everyone for your help and patience with me 🤗 |
This PR gives the ability to drag and drop multiples nodes into TypedArray. It does not include a way to pin the inspector for a specific node, but with an existing workaround it is still useful as is : select multiples nodes, start to drag them, keep the right mouse button clicked while right clicking the node to inspect, then right click again to close the submenu, then drop the nodes into the array.
Another solution than the pinning of the Inspector dock that would probably be good since it is often how it works with others software, would be to be able to hover the node for a certain amount of time while draging and to switch the inspector to that node properties then. But that should be another proposals/PR I guess ?
Aims to fix godotengine/godot-proposals#8193
and partially godotengine/godot-proposals#9265
godot.windows.editor.dev.x86_64_Gsf2ERy6wj.mp4