|
|
|
|
|
Hmm... I'm not sure this is what I, personally, would want. It's nice that I can double-click clothing to wear it, although I don't often actually do that because I forget I can. I sometimes accidentally double-click objects in my inventory, and I'm glad that all that comes up is that useless Properties window rather than making the thing appear on my head. Is this more likely to result in making people's interactions more efficient, or making them do things unintentionally?
I'm not confident about this one. I'm wondering if it wouldn't cause more confusion than convenience as it stands.
Perhaps it would be better if the viewer checked whether the object has a non-default attach point before deciding what action to take? I'd consider bringing this one up during Benjamin Linden's office hours. I certainly prefer it that way, but am also aware that others might differ. But while I was at it, another area in the inventory where a double click never does what I want it to do is landmarks. I'm throwing in a patch for this as well (1752_inventory_dblclick_action.patch does both, objects and landmarks) but leave that open to discussion as well. )) I'd consider bringing this one up during Benjamin Linden's office hours. (( That's why I'm posting it. The guys at the UI triage can decide .... What does your Landmark patch do to double-clicks for Landmarks?
Depending on the Object different behaviors could be wanted, for example for double-clicking a Store Box that has contents I just bought inside it, I would want the Contents window to pop up on double-click. For something like building, having the actual Properties window pop up may be useful when searching for something by a particular creator (or setting things). And for an attachment as you point out having it auto-attach may be useful. There is the possibility of having the creator determine the behavior, but that doesn't seem like a good idea since then you never really know what you're going to get when you double-click something. Another option could be an improvement in the UI somewhere, say either on the Properties window (although other items use the same window so this may conflict) or a new UI element. The idea would be to add the buttons to "Attach"/"Wear", "View Properties", or "Open Contents". This may or may not help circumstances though since it's just adding more clicking activity to do. The landmark part immediately teleports to the location rather than opening the small landmark window with the teleport button (the window still is available via right-click, open). "Perhaps it would be better if the viewer checked whether the object has a non-default attach point before deciding what action to take?"
Does that mean if no attach point is set, or if attach point is different from the right hand? I wear prim nails (attaches to hands) and it would very unintuitive to double click to attach for the left hand, but have to right-click and select "Wear" for the right hand. For landmarks I like having the extra window pop up. It's too easy to double-click by mistake and that shouldn't result in the avie suddenly being tp'ed away from the current location without any feedback (especially in light of the new "Do you really want to quit?" pop-up for accidental quitting). One thing about double-clicking that drives me nuts is that you can double-click to wear clothes, but you CAN'T double-click worn clothing to take it off. Is there any way to change this behavior, or are we pretty much stuck with it?
Anyway, landmarks. I assume the new double clicking doesn't actually /teleport/ you anywhere, it just opens up the map, right? That's not something I can really think about and decide upon, I'd have to test it out for a bit and decide how I felt about the feature. The same with objects. I'm the type of builder who usually works on three, four builds at a time, and even though I'd like to see attachments work the same as clothing, I don't know if I'd find the feature surprisingly useful or annoyingly prone to accidents. Perhaps you can create a test version of your viewer to garner some feedback? My $0.02 I just read an UI triage transcript that discouraged the change in regard to objects (not my preference, but somewhat understandable). They also said, teleport was discussed or in the works already internally. The teleport part of the patch immediately teleports, no questions or maps or something. Anyhow, these two will go into my next viewer build, so people can try them. I think I can't remember ever accidentally double clicking something, but heck ... the first thing I did with the new "Are you sure you want to quit" feature was to tick the "don't bother me again, damnit" option :-) ). Guess it comes from being a C/C++ programmer ... in those languages you need to know what we're doing :-) --- Guess this needs to go "Won't fix then" if I read the triage correctly. I'll close this in favor of |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I'm throwing in a patch which seems pretty straightforward, assuming that the request meets acceptance.