- Edited
I have seen no discussion of this. What would you like to see in version 5?
I have some ideas but there is no reason I can see why this couldn't be implemented in version 4.0.
- ++ or -- arithmetic operator to increase or decrease variable values by one
- Variable Operator overload used like
var set_me: add_to(value): set_me += value
- Class operator overload
This would be useful if you want to represent a class like it was in a mathematical formula or similar to a string concatenation. - Global node references. Just like the access as unique name except it would be possible to reference it like an autoload.
- Internal editors that can be installed from a set of recommended standard plugins for your workflow. So that Godot file size can be kept to a minimum. Maybe the graphics rendering of other application's windows could be rendered inside Godot tabs so that the whole workflow is integrated (like sprite editors, 3D modelling programs and music programs).
- Ability to move objects while moving camera in the viewport
-Ability to drag things like textures, materials or other resources on to a node and have it set a property. Either it would find the first exported property of that type, have a property that is exported as top priority or have a list of properties to set based on that node and would set that exported property to the resource dropped on to it. This could be resources dragged from a file, list of files or another node (for node paths). It could be dragged into the scene's canvas view, dragged on to a exported variable group in the inspector or on to a node in the node list.
For more advanced scenarios it could even scan for nodes and find one with a matching property type to the resource dragged in. Although I have no idea if such a specific situation would have enough use cases to justify implementation and it might just overcomplicate the workflow. - Features reminiscent of advanced content creation programs. I'm sure you can already use third party apps and export them into Godot. The new skeleton animation tools are a great step in the right direction and it's the sort of thing I mean. But I also mean drawing tools, animation tools, object placement tools and modelling tools.
- I don't know if there is already a plugin to do this but this would be a great built-in feature. A side panel (like the asset lib) were you can drag textures, nodes, scenes or scripts straight into the editor. You could even have it let you drag it into a folder path to save the asset into.
- More advanced control over downloads from the asset lib (including an update system that tracks your project's internal setup for that plugin). For example it could move assets into your own custom path to keep them organized (while importing untracked assets into the same folder setup as it appears on the asset lib while tracked ones can be linked to the same path). This is just so you can organize assets automatically with full control. This could even use asset update scripts but this might have to be used with caution and again the developers of Godot would need to justify implementing this feature before others.
It could use the automated tracking of file paths to have a preset location in the project it's downloading into and update plugin assets without issues. Like anything that would usually go into the main folder could be placed in its own folder. And then every time you updated that asset it would feed the selected assets into that folder.
This can already be done manually by adding to an empty Godot project and then dragging the files over to the desired folders but that is not automatic.
- More advanced manipulation of exported arrays. Re-ordering and dragging multiple files.
These are just some ideas and you probably wouldn't need code breaking changes to add these features. They might not be popular. Has there been any discussion on Godot 5 yet?