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View Code? Open in Web Editor NEWDockable/tiling UI panels Container addon for Godot
License: Creative Commons Zero v1.0 Universal
Dockable/tiling UI panels Container addon for Godot
License: Creative Commons Zero v1.0 Universal
Fantastic plugin! Not urgent bug at all.
Now that I've added dockable containers to my project, every single menu where I can select a resource, "dockable container layouts" appears as one of the options, even when it would clearly break the object.
Here it is as an option for MeshInstance:
I don't think this needs a workaround or anything, it just looks like it may be a simple fix, so I brought it to your attention.
Thank you for the great tool!
Is there a possibility of adding or an existing functionality for moving into a different DockableContainer. Similar to how the Godot editor does it?
I'm using this plugin for some of my UI layout, and some of my panels have 3D viewports in them. In the 3D scene, I have Area nodes that have mouse_entered
and mouse_exited
signals on them. When I nest these viewports in a DockableContainer
, the areas do not trigger the signal, even when the DockableContainer mouse filter is set to "Ignore". My hunch is that this is because the dockable container uses some tab and split containers, and when the dockable containers mouse ignore setting is changed, it is not propagating to the sub-containers.
Steps to reproduce:
Can you add support for multiple containers ?
This will be useful for creating layouts where some parts are dockable and can be moved around and some parts are static. Ability to move panels from one container to another will be great!
I think the title is pretty self explanatory
Great plugin but not working with Godot 4.2.2
Hello, I use Godot 4.2.1 and above, in the process of using it, an exception is thrown at the bottom of the editor,
the number of which changes according to the number of child nodes,
I locked the problem to line 128 of dockable_container.gd, modified it to
_drag_n_drop_panel.move_to_front.call_deferred()
After this line of code was modified, the editor was no longer making errors.
can you modify it?
Thanks!
Could you add the function that you can move the containers to new windows with the size that the container had before (and back again)?
Multible Windows come in Godot 4.0 or 4.1.
Resizing containers in a column or row is not intuitive/straightforward.
As you can see from this, trying to resize one container leads to size change in some other container.
This is probably because of the tree-type nature of organizing containers. Can this be changed so that other containers are not affected when resizing ?
Tried on 4.2.2 and 4.3 beta
It seems like the method _notification(what: int) in the split_handle file calls MOUSE_ENTER and MOUSE_EXIT events sequentially at the same time. I fixed that by removing the MOUSE_EXIT case. It is not the best fix but it is something
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