Fix: Tilemap tools not overriding main editor tools#107843
Fix: Tilemap tools not overriding main editor tools#107843Repiteo merged 1 commit intogodotengine:masterfrom
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Removed the "bug" label as this is the intended behavior. I am not sure about this change, I'd like the proposal to be backed a bit more, as the other tools can be useful even if the TileMap editor is visible. Those other tools are more specific than the "select" one, which make me think when you change to them, then you know what you are doing and expect them to work right away. |
The scenario I was considering was this: |
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hmm. I guess it makes sense then. If it still allows you to use the tools afterward I guess it could work. I wonder if it's still good though, there might be some users who you like, for example, the "move" tool to stay active when selecting nodes one after the other in the scene tree. And the fact we would introduce this new behavior (about selecting a node possibly auto-switching the tool) might be a bit confusing and annoying for some. That being said, switching to select mode when clicking a tool in the tilemap bottom toolbar makes perfect sense. I think it might deserve either a dedicated function though, or simply |
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I updated the code, now it should be cleaner and work better. Additionally, it keeps track of the previously selected tool, so whenever
Note In my tests, the mouse entered does not always work |
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The tool switches as soon as you hover the TileMapLayer editor, it seems weird: godot.windows.editor.dev.x86_64_vTMZxtVfxQ.mp4Also not sure if switching the tool back after deselecting tilemap is intuitive. |
So you're saying is to completely remove the auto-switching tool? |
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Switching to Select when selecting the node is fine, not sure if it's necessary to switch afterwards (e.g. when user decides to use Move tool while the tilemap is selected). Going back to the previous tool when tilemap is deselected should be removed IMO. The tilemap editor can be hidden e.g. when starting project, so "randomly" changing tools can be confusing. |
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Needs rebase |
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Done |
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Thanks! |
Closes godotengine/godot-proposals#12646