But something which would be nice would be a button on each param, which would copy the last command to the clipboard. For example :
Let’s say I just tweeked Environment param, in the Levels panel of a Material.
The arborescence in the debugLayer : Material --> Levels --> Environment
Is in fact quite different from the actual attribute path : material.environmentIntensity;
Something great would be to edit the way the UI is built by adding some copy buttons. And when you hit the copy button :
It would be sooooo great, when you are tunning stuffs, (particles settings, colors, levels, etc, etc…)
I love the idea! This makes total sense when developping on the playrgound and less when tweaking a scene in the sandbox. So, make it optional if you want to start a PR
Glad you love the idea !
I would very interested in starting my contribution to Babylon.JS with this idea, but maybe it’s a bit too early considering my knowledge of the repo which is quite new.
Ah ! Did you already started ? Yesterday night I gave it a try. I would be interested in knowing from you guys, how far am I to being validated a PR. If you already worked on it no worries, I’ll consider my work as a training
Here is what I did so far :
I forked + cloned
I edited some files in order to achieve the new features
Running npm run build:dev gives no error
Running npm run serve -w @tools/babylon-server Allows me to try and it works great
I have done it for Sliders, Checkboxes, Color3&4, Vector3, List … (5 files edited)
As well I had to edit some CSS in : dev/inspector/src/components/actionTabs/actionTabs.scss
In order to include the structure change.
I inspired from the copy button which was already available for color pickers. (And that I modified by adding the command to the hex code retreived)
Now, what I would like to understand :
Why is there no comments in the source file I’ve cloned ?
Should I add some comments and push again ?
What are exactly the next steps ? (From going to “it works on my machine” to having my code being released ? )
@Deltakosh did you have a look at the video ? What do you think ?
Also, maybe I did not understand well the point about comments.
Having a look at the docs about contribution comments it seems that I need to comment indeed. I’m just surprised that the files I’ve worked on (example here) are absolutely free of any comments. Is it because there is some kind of CI/CD which gets rids of the comments at master merge, or something ? Should I comment my stuffs before doing a PR ?
Man! This is HUGE!! Let me ping @PatrickRyan just for the UI aspect but man! I love it
Regarding comments: we are enforcing them on the main core library but tools (for now) are in a grace period where we do not yet enforce it. THAT BEING SAID, for new PR we expect comments
@Joe_Kerr I’m not sure I understand what you mean by “copy last node” Can you develop the idea or eventually edit a screenshot of the inspector to show the concept ?
Ah yes, I see, nice idea !
I don’t know exactly the rules about global scope variables in BJS, so for now I extended the existing window interface, by adding a debugNode property :
declare global {
interface Window {debugNode: any;}
}
And I’m overriding it in the onSelect of the treeItemComponents
If you want to give it a try easily, I build it (and already used it, by the way )
You can get the inspector bundle HERE
By the way, about adding the debugNode triggered by click in the Scene Viewer… The commit is 10 lines ! I have seen much worse commits in my life, to be honest, ahah. The ratio Usefull / Lines of Codes is good, I’m happy