I miss being able to interact with the game scene while the game is running like in Unity. It's a big productivity boost being able to just zoom out and grab and move objects. In Godot you have to open the remote tree and interact with values manually which can be a pain for debugging.
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New nodes/interfaces for adaptativ music/sound design.
"FilePath". Has PackedScene's functionality where the path to the file is updated when the file is moved in the editor.
I would use it in place of a string to the next level being loaded. I tend to add subdirectories as I create new worlds. Manually updating strings isn't so bad but when the fuctionality seems like it's right there.. it sucks. Can't use PackedScene as each level would require loading the next level and can cause cylic references.
Ez ray tracing, because ray tracing is cool.
A boring alternative interface would be nice. Properly Windows 95 fare: element hierarchy made crystal clear with relief-shaded borders, fat margins on any nested elements, labeled-by-default icons, "multiple document interface" instead of modes or tabs. Look. Blender's a lost cause. 3D software is universally going to be inscrutable, because you're decorating a room through the keyhole. But sometimes this software has a learning curve like the white cliffs of Dover, and even after learning the right answer, I cannot imagine why that's the right answer.
This is unlikely to happen mostly because the worst decision software can make is two decisions. Established users don't want to deal with the ambiguity of having two non-overlapping ways to do everything. Developers sure as heck don't want to do everything twice just to make it-- not even simpler or easier, but more "discoverable."
What's more plausible is recapturing how Flash worked on the web. Some one-line / one-file way to drop in a whole-ass game. Even if that means cramming every asset into the same bulging JS file. One that looks for an appropriate rectangle of Canvas to emit graphics, and if it doesn't find one, offers to create one anyway.
I guess the hard part in that case is trying to prevent what Flash on the web did for advertisers. A lot of neat browser features are effectively impossible because of an arms race by greedy idiots.
Honestly I'm the opposite, I want godots window manager to be more like blenders
Blender just does it so flexibly, and the minimum size of the panels isn't actual continents in size, so I can actually shove stuff out of the way that I don't need instead of having between 30%-60% of the screen being wasted at all times
Godot has improved this a bit in 4.1, since now you can pop out the scripting and shading workspace into new windows, but it's not nearly universally implemented like blender, you can't pop out the animation editor, the audio buses, the output panel, the debugger, and absolutely worst of all is that you can't pop out the viewport, even if you press the "distraction free mode" button, the bottom panel still eats like 20%-30% of the screen
Which means there's no way to quickly preview what the games gonna look like at corner-to-corner full screen without launching the game and waiting for it to load
This is even worse if you need to have multiple viewports open, because they all share that same limited space with no option to pop one out to a second monitor
GD's window manager is just incomplete compared to Blender, and I far prefer Blender's way of doing things
Blender's UI regions are a thing to behold. Never seen any program as flexible and yet easy to customize the UI. It's a thing of beauty and it's a damn shame it hasn't been copied.
Direct blender file import.
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