this post was submitted on 10 Aug 2023
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Honestly I'm the opposite, I want godots window manager to be more like blenders
Blender just does it so flexibly, and the minimum size of the panels isn't actual continents in size, so I can actually shove stuff out of the way that I don't need instead of having between 30%-60% of the screen being wasted at all times
Godot has improved this a bit in 4.1, since now you can pop out the scripting and shading workspace into new windows, but it's not nearly universally implemented like blender, you can't pop out the animation editor, the audio buses, the output panel, the debugger, and absolutely worst of all is that you can't pop out the viewport, even if you press the "distraction free mode" button, the bottom panel still eats like 20%-30% of the screen
Which means there's no way to quickly preview what the games gonna look like at corner-to-corner full screen without launching the game and waiting for it to load
This is even worse if you need to have multiple viewports open, because they all share that same limited space with no option to pop one out to a second monitor
GD's window manager is just incomplete compared to Blender, and I far prefer Blender's way of doing things
Blender's UI regions are a thing to behold. Never seen any program as flexible and yet easy to customize the UI. It's a thing of beauty and it's a damn shame it hasn't been copied.
Exactly! Beautifully said