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Remove the editor quit confirmation when there are no unsaved changes #32321
Remove the editor quit confirmation when there are no unsaved changes #32321
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Good to know this option exists. |
IMO such option doesn't make much sense when disabled by default, as I can't see many users look through the hundreds of editor settings to find one that would enable a quit confirmation dialog, without knowing that it exists beforehand. A better approach would be to have a quit confirmation dialog enabled by default, but with a checkbox in the dialog to disable it ("Don't ask me again" style). And of course it should stay when there are unsaved scenes, but that's the case already with this change IIUC. |
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@akien-mga Personally, I'd be in favor of removing the option entirely, but I can try looking at adding a "Don't ask again" checkbox to the quit dialog. |
The popup is annoying, yes, but I would prefer a don't ask again checkbox/button instead. |
I would go for that. The popup is useless if there is nothing to save. |
The main use case is if you're editing a heavy project and have a few scenes open that take a non-negligible time to load. If you hit the Close button by mistake and don't get a chance to confirm, that can be annoying. But computers are fast nowadays and Godot is still lightweight, so maybe that's not so much of an issue. |
A solution might be to compute the time needed to start the project (just by computing the time it take at startup), and eventually display the popup if it took a significant amount of time ? That might be overcomplicated though. |
That sounds quite overkill :) |
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@Calinou Is this still desired? If so, it needs to be rebased on the latest master branch. |
The editor will still ask for confirmation if the user is working on unsaved scenes.
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Well let's give it a spin, but I'm still not convinced. Brace yourselves for issues with users asking to add a confirmation dialog on quit, as otherwise they tend to quit by mistake and lose their work context (opened scenes, opened scripts, where they are in a script, etc.). |
Thanks! |
But Godot saves work context (except scenes by default), so it shouldn't be a problem. |
This just occured to me: what about plugins? We can make some assumptions about the editor itself, but there is no global state that plugins can commit to to inform the editor that there are unsaved changes. So this could've been a useful option for some people using some plugins that don't handle data changes particularly well. |
We should aim to resolve this before 4.0 is released. I'll open a proposal. I think a |
Reminder that when you run the game, everything is automatically saved making this extremely annoying. Turns Exported Variables from useful tool to deadly one. Same for scripts reloading. In Godot you sometimes have to save to see the changes in your game. I am for reverting this, if not so, at least consider making the project be dirty when you run the game. |
Running the project doesn't write any files to the project folder, so there's no reason for making it dirty. To address cases where you accidentally close the editor due to the running project crashing, this can be done by adding a GUI crash dialog that would intercept the Alt + F4 press: #61906 We could also make the quit confirmation appear if you exit the editor while a project is running from the editor (as there's no way to reattach the editor to the running project after reopening it, unless you quit and restart the running project). |
The editor will still ask for confirmation if the user is working on unsaved scenes.
I often find myself disabling this (to mimic the default behavior in most software) 🙂