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This repository was archived by the owner on Jan 15, 2025. It is now read-only.
This repository was archived by the owner on Jan 15, 2025. It is now read-only.

Introduce Undo/Redo Semantics and Implementation #2

@ryanvolum

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@ryanvolum

Currently the user experience in the app involve multiple back-to-back NL -> Code interactions. While the code often accomplishes what the user set out for it to do, it also makes mistakes. Frequently, backing out of these mistakes (e.g. deleting the resources created, resetting the animation changed, moving a mesh back) is difficult to do. Instead, we should introduce semantics for undoing and redoing a change.

There are a couple of ways we can do this:

  • Create some kind of checkpoint of a scene (scenes may be serializable?), maintaining them in a stack. The stack is popped and pushed onto (probably maintain a queue for this) as users undo/redo
  • Maintain a history of the code written since interaction started. This is easier if we start with an empty scene, but we may also want to consider the scenario in which someone starts with an existing scene and how we represent the original scene versus the scripted code evaluated beyond it

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