Visual Script editor is too small. There should be an option to get VS editor (that window with graph and those two lists on left) to another window and fullscreen it.
Because it's not a code it cannot be opened in external editor, and Godot has too small window to edit it comfortably.

Yeah, I think eventually we should add an option to maximize the central
panel
On Thu, Aug 4, 2016 at 1:41 PM, Hubert Jarosz [email protected]
wrote:
Visual Script editor is too small. There should be an option to get VS
editor (that window with graph and those two lists on left) to another
window and fullscreen it.Because it's not a code it cannot be opened in external editor, and Godot
has too small window to edit it comfortably.[image: zrzut ekranu 2016-08-04 o 18 39 40]
https://cloud.githubusercontent.com/assets/959429/17410167/d7b2be5c-5a72-11e6-8755-c373f7fab344.png—
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Yeah. It would be nice to have something like a distraction free mode. Here is my proposal:
Holy marmalade of sweet sugary goodness! Someone get on that already!
I swear I remember seeing a PR for this at some point, but haven' t found
it or seen it again either
On Thu, Aug 4, 2016 at 1:59 PM, Ignacio Etcheverry <[email protected]
wrote:
Yeah. It would be nice to have something like a distraction free mode.
Here is my proposal:
- Shift+F11: Hide all docks except the central panel.
- Ctrl+Shift+F11: Hide everything except the central panel.
Please, someone get on that already!
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Trust me, if there were a PR for this I would know.
BTW, the shortcuts I mentioned above seem to be already taken by some strange options in the editor:

We have to look for a different one :(
Serious sarcasm in here
_(Also, I wish I clicked the "comment" button several seconds earlier so my post would have been before yours made it abundantly obvious. Haha. #it'sthelittlethingsinlife )_
On a serious note: I used Unreal's Blueprints for a while before moving to Godot. One of the biggest issues was how much space they took up on the screen. I was constantly zooming in and out and panning around, often for things that would be one short line of text code. Hopefully that's considered in the design of Godot's visual scripting.
In UE you can group nodes into groups, I wonder if Godot will have that feature. Also the same with VS->C++ compiler
Ah I know I've seen something like this. Maybe we need to add buttons for
this.
Regarding space, Godot splis functions in a graph for each, so that should
help I hope.
On Thu, Aug 4, 2016 at 3:18 PM, Dan JR [email protected] wrote:
2982 https://github.com/godotengine/godot/issues/2982
-
possibility to hide the script list and use tabs to switch between
them (maybe even hide inspector ? - small screen mode) (kubecz3k)
-full screen mode, ability to switch between scripts that would appear
as a list only when needed (similar as the idea above) (purpleorangegames)—
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@reduz Yeah, splitting each function is good. I'm not sure if it's what Marqin meant, but in UE you could also select any nodes you wanted and group them into a "collapsed graph" which appeared as one node with all the inputs and outputs and a custom title. Then you double-clicked to open it as a graph.
The worst size difference between text and nodes is with math operations and other common functions that are only 1-3 characters in text, but nodes can only get so small. UE had them as condensed nodes with no title bar, but they weren't actually much smaller. See here . That link also shows the Math node they added to help the problem. You can type in an equation and it automatically adds the right input pins for you. (It's also a collapsed graph that you can open if you want.) That's not the perfect solution either, but it's good when you have one long chunk of math.
Yes this is what I meant with grouping.
Ahhh, well, here you can make a function I guess :P
You will be able to make nodes using script (be it c++, gd or visual
itself) so that should hopefully cover it
On Aug 4, 2016 4:10 PM, "Hubert Jarosz" [email protected] wrote:
Yes this is what I meant with grouping.
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Don't we have a distraction-free mode already? It maximizes the main view, so I guess it should do the same with the VS editor.
We should add visible buttons to it.. pr welcome
On Aug 4, 2016 4:50 PM, "Marc" [email protected] wrote:
Don't we have a distraction-free mode already? It maximizes the main view,
so I guess it should do the same with the VS editor.—
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The shortcuts @neikeq mentioned works on the script editor, so they already work on the visual script editor too.
Yes, Distraction Free Mode and Fullscreen Mode already in Godot. If any of you watched my recent video on Facebook, you should have already saw I'm playing with that feature on Visual Script tab. But, until now Editor Settings --> Shortcuts has a bug, as it following Scene Undo-Redo System. Instead, Shortcuts must be independent from Scene Undo-Redo System. Unfortunately, my reported issue ( #6014 ) flagged as Enhancement instead of Bug. But, I could be wrong though. haha :laughing: lol
We can't use a fullscreen mode, because We use Visual Scrip tab with the inspector...
Ah, good point, you need the docks to use visual script properly.
One idea I had was to move the list of opened scripts to a dock to save
space, not sure how useful that would be,
On Fri, Aug 5, 2016 at 1:48 PM, mercurysama [email protected]
wrote:
We can't use a fullscreen mode, because We use Visual Scrip tab with the
inspector...—
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@reduz I agree with that, there are docks (or containers) I completely never use when scripting. This makes me think about this issue https://github.com/godotengine/godot/issues/5473 (but for VisualScript it's even more true)
just found that issue.
there is distraction free now.
So we can close
Not only that, the list of scripts open and visual script panel share
layout, so they use a lot less space.
On Thu, Sep 28, 2017 at 9:43 PM, Timo notifications@github.com wrote:
just found that issue.
there is distraction free now.
So we can close—
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Most helpful comment
Trust me, if there were a PR for this I would know.
BTW, the shortcuts I mentioned above seem to be already taken by some strange options in the editor:
We have to look for a different one :(