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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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@KoBeWi Alright, try again. |
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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, |
Closes #93628.
Screencast_20241125_111648.webm
Features Implemented
MultiNodeEdit
works.Node2D
/Control
andNode3D
nodes.Sponsored By: 🐺 Lone Wolf Technology / 🍀 W4 Games.