![]() Granted, that method may cause some clutter in users' project directories if they decide to change the color of all the folders in their project, but assuming the use case for this will almost always be coloring the root folders, it shouldn't be that bad in the vast majority of situations where it's utilized. gddir idea as we could create this file inside of each directory that is customized. gddir file are good ways to go about this, but what about when directories are externally manipulated? If someone deletes a folder outside of Godot, renames it, moves it, etc. I personally think adding them to the project.godot or (as suggested) adding a. Question in regards to how folder colors are stored. If you're interested, I'll (hopefully) try to work on this at the-sink/custom-folder-colors after I've had some time to look around. I was also interested in working on this, although I'm personally still learning the ropes on Godot's source code. This way, folder icons can be distinguished by colorblind people. Gray (darker than others, for "secondary" folders)Įdit: It may also be a good idea to add subtle differences to the icon's shape depending on the color.Blue (deep shade, to be easy to distinguish from None in the default editor theme).None (default – use a color derived from the editor theme's accent color).I think the following color presets would be a good start, similar to GIMP's color tags: You may not be using the editor with a light theme yourself, but many people are □ Built-in icons will change their colors automatically to adapt to the current editor theme, but this isn't the case for custom icons. This would make it difficult to support both dark and light themes. ![]() Should this information be stored in project metadata (= not in version control) or in project.godot so it can be checked into version control? I'm leaning towards the latter, but I'm not 100% sure.Īlso, while customizing the colors to a few presets sounds good to me, I'm not sure if we should allow for customizing the icon entirely. This is already a feature in Unreal Engine (at least the color part) and is a very nice tool to help organize and define which folders are more/less important when navigating the filesystem, and I think it would be a great QOL feature for developers. It is a relatively simple feature that would require an unnecessarily complex means to add yourself (see above question). Is there a reason why this should be core and not an add-on in the asset library?: Not that I am aware of, short of completely replacing the FileSystem view with a custom one using a plugin. ![]() If this enhancement will not be used often, can it be worked around with a few lines of script?: You would right click and be presented with "Change folder icon"/"Change folder color" options (or something similar) that would allow you to customize the folder icon/color, and this would save.ĭescribe how your proposal will work, with code, pseudocode, mockups, and/or diagrams: There should be an option to change the icon or base color of any folder in the FileSystem view that would reflect in both the normal and split modes. Better folder organization is a good way to clean up your filestructure but is only a part of the solution.ĭescribe the feature / enhancement and how it helps to overcome the problem or limitation: Underground 3D facility with an interactive environmentĭescribe the problem or limitation you are having in your project:ĭue to the nature of my project, I have lots of project files and this will inherently start to pile up with folders. ![]()
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