Godot’s 3D Workflow Issues, Inconsistencies, and Confusion: After 4 years talking only positive things about Godot and sharing many of my own projects made with it, it's time to show some of the bad things #godotengine alfredbaudisch.com/blog/gamedev/g…
Three of the issues listed here are solved in Godot 4 - I just tried alpha12 🎉! Post updated with instructions.
Four of the things listed are not a problem with Godot 4! 🎉🎉
SIX of the things listed here are gone or partially gone with Godot 4 🎉🎉🎉🎉🎉🎉 (a hat for each thing). Updated article with findings again.
Unfortunately, one of my biggest annoyances w/ Godot, persists w/ 4, ESPECIALLY when making UIs. Even in my course I fought a lot w/ this. Coding in the Script editor -> Click nodes to inspect them, it goes back to the 2D Viewport and you have to keep switching tabs ALL the time. Image
ESPECIALLY ANNOYING when making UIs? Because w/ the kind of UI I make w/ Godot (responsive & complex), u have huge Node Tree where u have to constantly get Node Paths & change things in the Inspector while coding. Godot switches viewports everytime I click a Node. Feel my anger:
BRB I'll try to find this in the codebase 👀 - maybe there's even a flag somewhere "switch viewports when clicking nodes". Image
It was easy to find. Now let's change the behaviour of it. Image
Ridiculously easy to debug the Editor itself with visual breakpoints. I should've done this 4 years ago when I started getting frustrated with the click Node behaviour, LOL. Image
I solved it. No more viewport switching when clicking Nodes if the Script Editor is opened (and I learned by reading the code that "viewports" are actually called "EditorPlugins"). Years of suffering solved in 30min of code investigation #godotengine
I wonder if I add a Editor Preferences boolean for that it would be accepted as a PR for 4.0? Since it's now feature freeze, I don't know if it would be accepted? @Akien

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