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Node/Script Editing Workflow Convenience When Switching Between The Two. #2522
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This looks like a bug. |
Didn't occur to me, but now that you mention it, makes more sense it's a bug. @Calinou how is this handled? Can issue be moved or is it a reopen as bug. |
I think the SceneTree has But yea, I found that uinconvinient too at first. |
Right, this is fixed since RC5: godotengine/godot#46935 |
Downloaded 3.3.7; the problem still exists Ok it seems I have steps to reproduce:
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EDIT: |
I too see the problem too with the Script button on the menu bar. For me rarely used but would be nice to fix for consistency. |
Godot Engine v3.2.4.rc4.official - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GT 650M OpenGL Engine
OpenGL ES Batching: ON
Describe the project you are working on
Working on some Godot ideas.
Describe the problem or limitation you are having in your project
When you click on the script of a Node, the script editing opens and the Inspector changes.
The problem is that if I click back on the same Node it does not present the node 2D/3D view nor does it show the Inspector of that node. You must first click on a different node and then click back on the same node.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
This would be a convenience and consistency feature so one does not have to remember to click on a different node or the 2D/3D tab at the top.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
When clicking back on the node, revert back to the 2D/3D view and show inspector of that node.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No it cannot
Is there a reason why this should be core and not an add-on in the asset library?
It is part of the editor workflow
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