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Implement visibility_condition for Node3D and CanvasItem. #77300
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There should probably be a better name ( |
That was also my first name choice but some nodes such as TouchScreenButton already use visibility_mode. I wanted to minimise breaking changes with this PR. |
Yes, in this case we are forced to choose some other name. Perhaps there is another option that is still better than |
…RDEV/godot into conditional-visibility-mode
Appologies for the commit spam, still working this all out, I will close and reopen a squashed PR when I this passes checks. |
New PR: #77301. |
Implements godotengine/godot-proposals#3433.
Also makes CanvasItems visibility testing a little cleaner.
I have seen #56446 and believe that this is a less intrusive solution to the problem of level design markup.
The "Runner Only" mode may also be useful for things like intrusive post-processing/fog-volumes/effects that you might not always wish to see in-editor.
When a node is hidden in the editor, it will show with an open eye that is greyed out, signifying to the user that the node is actually marked visible but that is overriden at the moment.