chaiNNer
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Undo gets "stuck" in text boxes
Occasionally while using CTRL+Z to undo actions, it will continuously undo text edits within a node (such as the Resize (Factor) node) rather than actually undo node arrangements or modifications.
So I just implemented the fix and I think it's worse. The problem is that you can now undo text edits (basically, it'll uses Chainner's undo and will undo whatever text you just typed + the change before that), but you can't redo it. Since the text edit wasn't committed to history as a change, it can be redone.
I made a PR, so feel free to check it out and see for yourself whether it's better. #745
In my case, that fix would absolutely be of use. I'm not sure it'd benefit the majority of users though, for the reasons you stated.
@joeyballentine @kimberly990 Can we close this issue now? I just closed the fix PR. As I said before, I think the fix (as in, the behavior desired by this issue) is worse than what we currently have.
While I agree the existing fix should be closed, this is an ongoing issue. It basically makes the undo function useless if you've avoided editing any text boxes.
If you believe there are no alternative solutions, then I agree this should be closed.
Can I ask why it seems the fix is "worse".
Currently if you edit a textbox, then move the node, then undo to put the node back, it'll also undo the textbox, this seems insane to me? This doesn't happen in blender, or unreal or any other graph node system I've used... It counts a "move" as a separate history action in all other programs but not Chainner...
This has been causing me huge headache when random input fields keep resetting because I undo a movement.
Or is what I described a separate issue?
We can probably revisit this soon. I think we have a few issues with undo that are mostly just caused by how we store our state. If we redid that, we could probably fix multiple issues