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Allow to select multiple remote nodes at runtime #99680

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@YeldhamDev YeldhamDev commented Nov 25, 2024

Closes #93628.

Screencast_20241125_111648.webm

Features Implemented

  • Multi selection of multiple nodes, even if from different types. The properties shown in the inspector will be the ones shared by all the ones selected, like how MultiNodeEdit works.
  • Region selection for Node2D/Control nodes.
  • Additive selection: holding Shift will add/remove items to the selection group instead of overriding it.

Things Missing

  • Region selection of 3D nodes: I can't get the frustum math to work. Help wanted.

Sponsored By: 🐺 Lone Wolf Technology / 🍀 W4 Games.

Comment on lines 140 to 149
} else if (p_msg == "inspect_multi_objects") {
ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA);
Vector<ObjectID> ids;
for (const ObjectID id : p_args) {
ids.append(id);
}
// Sorting is necessary to avoid the values constantly changing in the inspector.
// The downside is that it's ordered by index instead of selection order.
ids.sort();
_send_multi_object_ids(ids);
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I would like some feedback here: currently, if multiple object inspection is desired, the "inspect_multi_objects" message (which takes an array of ids) should be used.

Should this stay as a separate message, or be removed in favor of "inspect_object" always taking an array?

@YeldhamDev YeldhamDev force-pushed the multi_remote_selection branch 9 times, most recently from f74dd90 to c158225 Compare November 27, 2024 17:20
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You cannot multi-select and multi-edit in the remote scene view
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