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the visual issue i'm talking about is that @asset editor your values are displayed without that black (tool-tip?) background like in-game, but i already mentioned that on your steam page a few weeks ago.
in personal priority i still suggest :
a snapping key modifier even when in-game free-form is used or general default snapping is disabled.
addition key modifier to prevent snapping to default in-game grid < usability mostly at asset editor
additional snap to same road type
track / rail snapping at asset editor is awful. (i know tracks are custom there but it`s no pillar mod! ;)
workaround for terrain/ground raising issue xD (jk)
minor :
toggle feature for modifier key "shift",
last but for challenge and awesomeness:
select / copy / mirror / rotate features oO !
mouse hover + button for edit road / pillar height (at least for free/no collision road parts)
The text was updated successfully, but these errors were encountered:
I'll take a look at the tooltip background next time I work on the mod.
As for the other suggestions...
a snapping key modifier even when in-game free-form is used or general default snapping is disabled.
Implementation would be tricky. The methods the mod detours are simply not invoked when the snapping toggle is disabled, so I'd need to start overriding methods all over the place which would seriously hinder compatibility with other mods.
addition key modifier to prevent snapping to default in-game grid < usability mostly at asset editor
Doesn't disable snapping on the toolbar do this?
additional snap to same road type
What do you mean by this?
track / rail snapping at asset editor is awful. (i know tracks are custom there but it`s no pillar mod! ;)
Not sure what you mean by this either. Do you mean the snapping added by the mod has problems, or the default snapping? If default, again not much I can do here.
toggle feature for modifier key "shift",
Double-tapping shift could toggle the feature. Nice idea.
select / copy / mirror / rotate features oO !
mouse hover + button for edit road / pillar height (at least for free/no collision road parts)
Example:
i have 2 ramps x(higher) & y(lower) over each other (only height is the difference) and i try to get the y-ramp.
snap always goto x (cause closer from angle) but i want get y. i could change road x to another type by upgrading and my suggestion would then ignore the other road and snap to ramp y finally.
understandable ?
a snapping key modifier even when in-game free-form is used or general default snapping is disabled.
oh damn, i forgot to mention snapping on angle only xD
the visual issue i'm talking about is that @asset editor your values are displayed without that black (tool-tip?) background like in-game, but i already mentioned that on your steam page a few weeks ago.
in personal priority i still suggest :
minor :
last but for challenge and awesomeness:
The text was updated successfully, but these errors were encountered: