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Remove constrained view in the 2D editor #47628
Remove constrained view in the 2D editor #47628
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Looks ok. I only ever saw complains (and confusion) about the constrains, so it's good to have them gone. If people won't like this change we can always revert it, but I doubt it will happen.
Maybe adding a button to focus on the selection, or re-center to the default location could be useful in order to solve the problem of users getting lost far away from the initial location. |
As @pouleyKetchoupp mentionned, I still don't like the fact that unzooming a lot, then zooming in an empty area may lead to you screen being lost in a completely empty area, with a very wide distance to scroll to get your content back. I am against removing the constrained view until we find a proper solution to this problem. And I don't think the the 'F' key shortcut is a valid solution here, it's too much of an unknown shortcut, and is not, IMHO, something users would naturally think as a proper proper way to "go back to my 2D editor working state" button. Maybe an idea would be to add a "center view to content" button (or something like that), in the corner between the scrollbars? Most likely disabled by default, but if you get lost somewhere it gets enabled. That would make it appear as the "solve my problem button" when you are lost. |
My 2 cents on this, I have never found constraining the viewport to be useful. On that front I don't even think a button to recenter the viewport is necessary as you can always double click a node to center on it in the node list. The only thing the constrained viewport has done for me is make me annoyed when I reinstall godot and have to go find the option again. |
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We initially added an option to disable constraining the 2D editor view. This setting was still enabled by default to avoid confusing users who end up scrolling too far away from their current scene (which is a problem if you don't know about the F key to focus on the selection). However, it's probably a better choice to unconstrain the 2D editor view by default because: - Lots of people don't know about this setting and wonder how they can scroll far away from the scene. This feels really limiting for them, and it can even lead to some people thinking Godot intentionally limits scene sizes. - The 3D editor doesn't have such a contrain mechanism. This makes the 2D editor more consistent with the 3D editor.
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I agree with that. The concern is valid, but I think we can merge this PR as is, and then if centering the view proves to be unintuitive, I'm sure a PR will be made to fix that. I don't think this change makes the issue worse. I would argue that viewport constraints are the bigger problem out of two right now. I've been making a trailer for my game last year, fully in engine, and needed to pan a long distance in one scene. The constrained view was very much getting in my way, especially given that it was connected to the zoom level, making it very hard. @groud Do you insist on blocking this PR until we address the centering UX issue or would you agree on pushing this problem to a follow-up PR? |
By centering UX you mean the center view button, right? |
Do you have more such useful and on-point PRs up your sleeves? 😆 The problem seems to be that @groud is against that PR as well... I would be partial to merging both. |
I am still not convinced this is better UX, but well, the support for the change seems significant enough for trying it in production, despite my convictions. So I am ok with merging this PR if we merge Kobewi's PR before. |
Let's give it a go! Thanks 🙃 |
Oh this is a shame. I don't want to see this go, I even fixed the weird crusty behaviour in: #73223 |
We initially added an option to disable constraining the 2D editor view. This setting was still enabled by default to avoid confusing users who end up scrolling too far away from their current scene (which is a problem if you don't know about the F key to focus on the selection).
However, it's probably a better choice to unconstrain the 2D editor view by default because:
See also #25616.