You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This has been an annoyance for a while in places like the room editor but now that CE2 is designed around the use of inspector windows full-stop, it's become even more of a problem.
A number of properties in GameMaker (object sprite indices, asset variable definitions, things in the room editor, etc) allow having an asset assigned to them by clicking and dragging something from the Asset Browser. This is a big time-saver over clicking on the menu and searching for the asset yourself, but it doesn't work in inspectors because as soon as you click on an asset, it opens in the inspector instead.
You can get around this by locking the inspector, but locking the inspector every time you want to assign something and unlocking it when you're done is really annoying.
Live footage of me trying to assign a sprite to an object:
The most common way for UI to deal with this kind of thing is to only open something for selection after the left mouse button has been released (or to double-click to open, the way we did in workspaces). For example, this is how it works in Unity:
Describe the solution you'd like
*holds nose* the way Unity does it
Describe alternatives you've considered
No response
Additional context
This also happens all over the place in the room editor inspector
The text was updated successfully, but these errors were encountered:
Yes please, I had been thinking about requesting exactly this. If it doesn't change until the mouse is released, then the dragging to assign workflow works a lot better.
We should verify that this fixes 5846 also, as well as 5507.
YYDan
changed the title
Asset browser/Inspector: assets should only open in the inspector after the click is released, rather than pressed
Asset browser/Inspector: Assets should only open in the Inspector after the click is released, rather than when pressed
May 14, 2024
YYDan
changed the title
Asset browser/Inspector: Assets should only open in the Inspector after the click is released, rather than when pressed
Asset Browser/Inspector: Assets should only open in the Inspector after the click is released, rather than when pressed
May 14, 2024
Is your feature request related to a problem?
This has been an annoyance for a while in places like the room editor but now that CE2 is designed around the use of inspector windows full-stop, it's become even more of a problem.
A number of properties in GameMaker (object sprite indices, asset variable definitions, things in the room editor, etc) allow having an asset assigned to them by clicking and dragging something from the Asset Browser. This is a big time-saver over clicking on the menu and searching for the asset yourself, but it doesn't work in inspectors because as soon as you click on an asset, it opens in the inspector instead.
You can get around this by locking the inspector, but locking the inspector every time you want to assign something and unlocking it when you're done is really annoying.
Live footage of me trying to assign a sprite to an object:
The most common way for UI to deal with this kind of thing is to only open something for selection after the left mouse button has been released (or to double-click to open, the way we did in workspaces). For example, this is how it works in Unity:
Describe the solution you'd like
*holds nose* the way Unity does it
Describe alternatives you've considered
No response
Additional context
This also happens all over the place in the room editor inspector
The text was updated successfully, but these errors were encountered: