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Visual Shader Editor in Godot is missing a few key features that is commonplace in other node-based editors, costing users many clicks as well as reducing shader readability.
Describe the problem or limitation you are having in your project
Lack of SHIFT + Click and SHIFT + Box Selection to expand selection: neither Left Click nor Box Selection is able to expand on existing node selection. Making node organization exceedingly difficult.
In the same context, lack of CTRL + Click and CTRL + Box Selection to reduce selection is also problematic, because often users would box select a large region then refine selection further before moving/deleting them.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Support SHIFT + Click and SHIFT + Box Selection to expand selection;
Support CTRL + Click and CTRL + Box Selection to remove selection;
If possible, add a Frame node that can group a number of nodes, for better shader organization, while also acting as shader comments.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Video is recorded in Blender with Geometry Nodes editor;
Box selection is able to expand / reduce using SHIFT / CTRL modifier.
CMD + J is the shortcut to frame selected nodes (OPTION + P to unframe these nodes), moving the frame will also move framed nodes, label for the frame can act as simple comment.
If this enhancement will not be used often, can it be worked around with a few lines of script?
I don't think so
Is there a reason why this should be core and not an add-on in the asset library?
Speaking as a tech artist, I think experienced shader editor users will greatly appreciate these improvement, as these features are common among other applications, if not universal. Making them optional via add-on introduces fragmentation unnecessarily.
The text was updated successfully, but these errors were encountered:
The shift-click and shift-selection box additions sound like a great idea.
However, control-click might might not be a good idea since (I guess as an artifact of the old one-button mouse) control-click on macOS usually is the same as right-click, bringing up context menus. While not perhaps as standard one option used by some systems could be to simply have shift-click / box let the user toggle the node back to unselected again if it's selected.
Describe the project you are working on
Visual Shader Editor in Godot is missing a few key features that is commonplace in other node-based editors, costing users many clicks as well as reducing shader readability.
(Reference applications: Blender, Unity, Unreal, Substance Designer)
Describe the problem or limitation you are having in your project
Lack of SHIFT + Click and SHIFT + Box Selection to expand selection: neither Left Click nor Box Selection is able to expand on existing node selection. Making node organization exceedingly difficult.
In the same context, lack of CTRL + Click and CTRL + Box Selection to reduce selection is also problematic, because often users would box select a large region then refine selection further before moving/deleting them.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Support SHIFT + Click and SHIFT + Box Selection to expand selection;
Support CTRL + Click and CTRL + Box Selection to remove selection;
If possible, add a Frame node that can group a number of nodes, for better shader organization, while also acting as shader comments.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Video is recorded in Blender with Geometry Nodes editor;
Box selection is able to expand / reduce using SHIFT / CTRL modifier.
CMD + J is the shortcut to frame selected nodes (OPTION + P to unframe these nodes), moving the frame will also move framed nodes, label for the frame can act as simple comment.
https://streamable.com/x3ofm7
If this enhancement will not be used often, can it be worked around with a few lines of script?
I don't think so
Is there a reason why this should be core and not an add-on in the asset library?
Speaking as a tech artist, I think experienced shader editor users will greatly appreciate these improvement, as these features are common among other applications, if not universal. Making them optional via add-on introduces fragmentation unnecessarily.
The text was updated successfully, but these errors were encountered: