Allow editing editor settings from project manager#82212
Allow editing editor settings from project manager#82212Repiteo merged 1 commit intogodotengine:masterfrom
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I get a build error (with and without SCU build enabled): Also, according to the video you posted, the editor settings window is too tall to fit within the project manager's default size. It should be possible to use a smaller default size for it when in the project manager. |
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I think we wanted to have a simplified version of the dialog in the PM, just some essentials as to not overwhelm users with settings and provide only those which may be wanted before editing a project. |
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We can have simplified version when we add Advanced toggle to Editor Settings. |
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Well, IIRC the idea was for something really really simplified. Like having language, scale, theme, but not much else. Something that helps to set up the initial experience. |
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Well there is use-case for other settings too, e.g. godotengine/godot-proposals#1602 (comment) |
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Yes, it's not. I'm just recalling discussions that we had before. Maybe there are some comments in other proposals or issues that refer to them. In any case, just thought I'd mention it. |
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@YuriSizov I would rather have every setting be available, using the same code as the editor settings when a project is open. All of these settings are not tied to a project, so they should not be required to be edited from within a project. Also, some settings require a restart of the editor to take effect, like setting the Blender path, so it's better to go PM -> Settings -> Project than PM -> Project -> Settings -> Project (and with the latter, the first time you open the project it may not load correctly because Godot is unable to import the Blender files). |
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In the long run, we should have dedicated "simple" Project Settings and Editor Settings dialogs (not just a listing of options but with dedicated UI), but until then, exposing the current editor settings dialog is a net upgrade. |
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@KoBeWi Can you rebase this? I would still like to have the full editor settings available here, so to me it's a desired feature. |
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aaronfranke
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Tested and works, and the code looks good to me.
Repiteo
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Great addition and painless inclusion; let's give it a go!
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Thanks! Excellent job getting this put together! |
Closes godotengine/godot-proposals#1602
godot.windows.editor.dev.x86_64_oT89EXm1O4.mp4
I had to add a couple random ifs to decouple EditorSettingsDialog and related controls from EditorNode. Also the dialog requires a few singletons. They are initialized when opening it for the first time, so there is a short freeze.