Ok, this all sounds doable.
I'm probably going to spend some time and give the gui a decent overhaul. As it stands, it is very hard to add graphical gui elements and link them to controls. Will have to dev a little window handling library. I have one I had started on before, I will try to get it done to toss into WB. As far as the rest, it sounds good. A few comments:
- Extra fine adjustments... Now, the minimum distance you can move an object is 0.0625, with caps lock on... How 'bout shift+caps lock to move by 0.0125?
Will do this after i get window system in... Planning to have a configuration tab where you can set move distances, also adding snap and freemove.
- Better yet, allow us to enter a value for sides and position. As in, move object roughly into position, click on coordinate, entry box pops up, enter fine tuned position/size.
Another window replacing the 'i' button information on the right. All the numbers will be in editable boxes, able to type in new value and hit button to update.
- If possible, suppress the chat function (bad) or don't use the enter keys (good). As it is, chat function interferes when moving selection and saving mod.
That's fixed already (the good way, lol), just not in distribution.
- Bind adjustment keys to axes, independent of camera position, to avoid confusion. I.e. 6-4 always adjusts X value, 2-8 adjusts Y, etc.
Originally, WB was like this. A fair amount of people thought it was confusing though, so I moved to a perspective based system. I will probably have it be a toggle in the config pane.
- Being able to move selection the other way would be nice. Maybe pgup/pgdn instead of enter?
Lol, yeah. Good point. Pgup/Pgdwn is fairly natural choice for that. Also, it would be nice if I can to add an object tree for easier object selection. Just a thought.
- For purposes of adding joints: make sure the axis is visible somehow, for ease of rotation.
I will look into this. I just downloaded 3.3b, so I haven't had a chance to see what I will need to do about joints and stuff. I like the suggestion though
- A cute little function that derives engage distance from the Y coordinate of an object and adds it to the mod when exported would be win.
Sounds interesting, but would come after all the other stuff is stable. I'll keep it in mind
That's the game plan so far. I am definitely still open for suggestions though. Keep them rolling in people.