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UI/UX #62
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@ellogwen This gives the new users what is the status and where they could contribute. Blender Modelling Modes
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Snapping has an implementation here @ellogwen .https://github.com/jgillich/godot-snappy |
@GeorgeS2019 I believe such a list would be better served as individual issues. This issue is largely about broader "everywhere" kind of UX. Although perhaps this issue should just be separated into many. |
yeah, i originally started with such a topbar, but I grew fears of blowing past horizontal space constraints -- especially on smaller devices (not everybody develops on a 4k monitor), and the poor iconography made such a compact layout inscrutable for many users. perhaps supporting both is the right path. In my mind, there's basically a progression of user knowledge. Nothing (verbose buttons) -> Comfortable (compact buttons) -> Expert (hoykeys) |
Bottom of the screen is already usually taken up by the tool for the thing I'm currently working with (animation, audio, console for debugging etc) any ways so it fits well. |
yeah, bottom panel could be good, in fact I was hoping to move the inspector plugin to the bottom so I can use it in distraction-free mode. open to really anything as long as it hits my vague onboarding goal. to reiterate: strong iconography would go a really long way to reducing my self-imposed constraints there, so if anyone can rope in someone to work on that would be HUGE. |
This issue is for discussing the upcoming UI/UX changes.
The following bullet list are just the general topic. Feel free to add your wishes
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