Improve the range argument editor#443
Conversation
|
Oops this has some unnecessary changes, will fix later |
|
The range slider have some wierd beavior when you have a min value below 0 and/or a max value above 1. I am not sure what is the best way to handle it. |
I haven't noticed any weird behavior, what have you found? The triangles match the style of the sliders in ParticleProcessMaterial. Imo it looks better that way, but I guess we can have a 3rd opinion (cough cough @cullumi ) I think Vector2i for range values would be confusing, and doing away with being able to have different min and maxes would make range values really niche. |
|
I think @Zehir's observation about values outside the range holds water, but mainly in that the range it covers should be larger for certain nodes. For example, a reasonable upper range for the DistanceFilter might be 100, rather than 1. Otherwise this behavior is pretty standard for range values. I really like the new aesthetic for the slider, and the way you can slide the whole selection around is really convenient. The triangles are a good fit, I think. Matches the arrows for the sliders, and I don't really think input bits necessarily need to match the connection point, personally. |
cullumi
left a comment
There was a problem hiding this comment.
Good to go, but should merge in or rebase 2.0 before completing (getting a lot of re-imports and such when I open up the project)
…e according to that
|
I've changed the behavior a bit. It now matches the slider in Godot. It basically does this: With the slider, you can't go outside the set bounds. So for example, if it's locked between 1 and 5, moving the slider will only go between those 2 numbers. When you change one of the Min and Man spinboxes to a value outside that range (and if |
That's good stuff, love to see it expanding the slider, as well. |


This PR updates the range argument editor's slider to use the code at detomon's assorted controls. This means the new editor looks and works nicer.
2025-09-28_11-18-00.mp4