In the editor, i would appreciate the ability to view all invisible/hidden nodes (by "Invisible/Hidden", i mean visual nodes (Sprites, Meshes etc.) that have been hidden by their node properties) without actually affecting their node properties, thus making it easy to return to normal (Preferably from the edit tab in the toolbar).
EDIT: It would also be appreciated as a debug option to see the invisible/hidden nodes ingame
This would be handy in so many situations as having to manually set nodes to visible to edit them is kinda annoying when working with invisible nodes.
For instance in a game I am working on, i use invisible tiles with an x texture to form walls, having to constantly set these visible and invisible to edit them and ensure they do not show up ingame is a pain!
There are many other examples that come to mind where this would be useful, plus it's a seemingly very small addition so there should be few conflicts with other features
This sounds interesting but I would like to hide nodes in the editor to live edit some stuff while getting the whole visible scene running too.
Maybe an editor option to alter the visibility button behavior to editor only, debug only or both?
I was also going to suggest a debug option for seeing invisible nodes ingame but I thought that would fall under a different feature request (because when you report bugs you are encouraged to report each bug under a different issue, even if they are similar)
I was waiting to see if other people shared my interest in this feature before I posted it though (but now i'll just add it to my original post)
you already have this feature in the debugger
On Tue, Feb 7, 2017 at 8:36 AM, ElfEars notifications@github.com wrote:
I was also going to suggest a debug option for seeing invisible nodes
ingame but I thought that would fall under a different feature request
(because when you report bugs you are encouraged to report each bug under a
different issue, even if they are similar)I was waiting to see if other people shared my interest in this feature
before I posted it though—
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you already have this feature in the debugger
Is this in 3.0? I can't seem to find it in 2.1.2
If you are talking about the remote inspector, I was asking for a way to mass show invisible nodes, sorry if I didn't make that clearer
yes, it's in 2.x

Ah, again though.. I was asking for a way to show all invisible nodes, not just individual ones...
(once again, sorry if i didn't make this clear enough) (I have also been editing the OP to ensure my vagueness is fixed)
That is all the nodes in the running game, there are no invisible nodes
On Feb 7, 2017 09:25, "ElfEars" notifications@github.com wrote:
Ah, again though.. I was asking for a way to show all invisible nodes,
not just individual ones...
(once again, sorry if i didn't make this clear enough)—
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OH... once again... sorry for my vague vocabulary..
When i said "Invisible nodes" i meant visual nodes (sprites, meshes etc) that have been hidden by their node properties...
Related: #2945
Another option is to save more nodes as scenes, then only hide the scene instance. This lets you edit the hidden nodes without changing them, by opening them in their own editor tab.
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This sounds interesting but I would like to hide nodes in the editor to live edit some stuff while getting the whole visible scene running too.
Maybe an editor option to alter the visibility button behavior to editor only, debug only or both?