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[TRACKER] New commands to add to the editor command palette #52009
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I'd like to have a switch between the editor modes (2d/3d/script), open scene and start game and start current scene in there. Thanks! |
Any chance to have a "Close All Open (Scripts/Scenes)" feature? |
As a plugin dev I'd love to have all of them in the palette list (or as much as possible) and be able to run them from a plugin. This would be a great feature, now unfortunately most of commands cannot be called from the plugin (without some ugly workarounds). |
Export targets could be accessible in here. ie Export Export_Name Open editor settings, open project settings. |
in a mono build, I’d like a command that just Builds (compiles) the code without running the game if there’s no such shortcut already. This helps me with compilation error checking when I don’t have intellisense enabled or something like that. That’d be fantastic. Thank you! |
I don't think the current command palette implementation supports actions that are dynamically created.
Is this what the Build button does in the top-right corner of the editor? |
Yes. Is there a keyboard shortcut for that? Or for now is that button the only way of compiling? |
According to the editor C# source code, there isn't any shortcut for the Build button yet: godot/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs Lines 420 to 427 in e95fa21
Please open a proposal for this on the Godot proposals repository, with a suggestion for the default shortcut to use. The default shortcut shouldn't conflict with any existing shortcuts. Edit: Proposal opened: godotengine/godot-proposals#3197 |
from "editor" tab, tried to select must have shortcuts for palette
i'm wondering. command-palette must support checkboxes/flags, for example: visible collision shape and navigation must have visual feedback for usability. |
That would be great. I know this feature from IntelliJ and it's pretty awesome. Thinking about it, changing the theme would help for switching between dark and light mode. But there's no flags toggle currently for that, so this would expand command palette features to include select boxes as well. That might be a too big feature set for the first version maybe. |
For now, the command palette contains only 2 entries for the Script Text Editor:
Is there any reason to not have all the menus in the script editor ( |
Godot version
master
System information
Any OS
Issue description
Godot now has a Command Palette. But only all the commands are not added to the palette.
Below are some commands that are currently in the Command Palette. Feel free to report which Commands(mostly shortcuts) you think should be added to the command palette.
Editor
editor/reload_current_project
editor/reopen_closed_scene
editor/unlock_selected_nodes
editor/ungroup_selected_nodes
Script Editor
script_editor/new
script_editor/open
script_editor/reset_zoom
script_edior/next_script
script_ediot/find_in_files
script_editor/previous_script
Steps to reproduce
look for Editor Settings > Shortcuts that need to be added into the command palette.
Minimal reproduction project
No response
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