EditorResourcePicker: Replace options to load file with button for QuickOpenDialog
With the new quick open dialog, I think it is helpful to make it more accessible quickly.
https://github.com/user-attachments/assets/7a4a65b3-802e-47fa-9f65-2481ccf100a8
Additionally, I had to change some code to handle the separators. Now all separators are added in one method: _update_menu_items. Previously the overridable set_create_options would need to do this to ensure proper separation (this wasn't documented), but it could not know whether more properties were going to be added.
Closes https://github.com/godotengine/godot-proposals/issues/10910
Is there a proposal for this change? Removing working features (the menu entries in this case) is always something controversial and it needs a good reason and many users agreeing with the choice.
I personally want to keep the regular load dialog since it has thumbnails, don't see why the menu must be changed to add the button.
Is there a proposal for this change?
I added a proposal that answers some of your feedback, I hope.
I love the addition of the icon, but will mention that I occasionally use the slow-load option, when I can't remember exactly what a file is called, but do remember where it is in my directory tree. I would be fine seeing the option removed though -- dragging from FileSystem is just as good.
(my bad clicked wrong should have been a simple comment)
Thanks!
This makes an inconsistency between the buttons. Arrow button opens the same menu as clicking the resource field, while open button does not appear in the menu. The menu could be different for arrow button and include load options. But maybe it's fine, idk. I just find this odd.
Can this be a settings option?
The new folder icon is taking up unnecessary horizontal space. Maybe the first icon can be removed and the result shown instead upon selection as a compromise.
Can this be a settings option?
The new folder icon is taking up unnecessary horizontal space. Maybe the first icon can be removed and the result shown instead upon selection as a compromise.
This makes an inconsistency between the buttons. Arrow button opens the same menu as clicking the resource field, while open button does not appear in the menu. The menu could be different for arrow button and include load options. But maybe it's fine, idk. I just find this odd.
I also find this very odd. Losing the horizontal space is really frustrating when using textures or meshes (anything visual really) and losing the "load" menu is a huge loss.