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I haven't looked through the code enough yet to see what happens when you select "wear" (vs "attach to > (some body part)") in the client -- ie: whether the client sends a "wear" message and lets the server handle it, or sees the wearable info for the object and says "attach to (attach point) at (position)". The latter would make more sense, though, in which case the client already knows whether the object has wearable info set. That'd make detection of attachments vs regular objects pretty painless, if it's the case. And if it's not the case, it should be.
Nice overwiew .... I guess I'll look into the animation part, although I foresee some discussion there. Will also see if it is feasible to make a double click on active items deactivate (unwear, etc.) them. Regarding the objects, I had briefly looked into them and as far as I can tell, unless the thing is actually being worn at that time, it just sends an attach request to server. I was just a quick check, but I did not see a way to tell if it has an default attachment point already. On the other hand, internally there seems to be an object type for attachments (IT_ATTACHMENT vs. IT_OBJECT). Maybe there is a bug in the server which does not assign this type to objects which have attachment points. So far I've seen IT_ATTACHMENT only on Linden inventory from the default avatars. Regarding gestures; I believe the behaviour should be more along the lines of:
- If active = play/perform gesture - If inactive = activate gesture This will still require right-clicking to de-activate a gesture, however I believe that that is the least common-case. This has the advantage that the inventory window can be used to more easily find and organise gestures, and thus double-clicking them can activate and/or play them more quickly than the drop-down menu (which is pish, it shouldn't really be there IMO). I attached two patches, one for v1.18.4.3 and another for v1.18.5.0RC.
Beside the backport of the teleport on double-click for landmarks from v1.18.5.0 to v1.18.4.3, they implement: - Double click on wearable items: - wear item if not yet worn (it was already the case: nothing new). - take off item if already worn (new). - Double click on objects: - attach to avatar if not yet attached. - detach from avatar if already attached. Enjoy ! Henri B said: "Double click on wearable items: ...- take off item if already worn (new)."
In the name of all that's holy, please exclude Pants from this feature! I'd hate to see the number of naked newbies go up exponentially :p I have to agree in part with Coyote... for clothing, if it is worn, then I think double clicking should have no effect. This would also be inline with the consistency message that Kooky mentioned... across the piece, double click to activate/wear/rez, right click options to remove.
How is clothing removal inconsistent? As Kooky points out, double clicking on something in the inventory should activate it. Doing nothing is not an activation. The correct behavior of a double click should be an action, which in the case of worn clothing should be its removal. Remember: toggling is just activating two opposite states. Objects are a bit tricker, but clothing is either worn or not worn. Henri's patch makes sense.
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My view on this issue is consistency over "whats been for the past XX should continue." Whatever actions are taken, we should strive for consistency across the client. Double clicking on something in inventory should activate it. Right now, there is inconsistency in that double clicking.
Double Click Results:
Animation - Display option to play in world or locally.
Calling Cards - Displays card name profile.
Clothing - Wears selected article.
Gesture - Opens the Gesture Editor for that gesture.
Landmarks - Display option to Show on Map or Teleport.
Notecards - Opens Notecard for editing.
Objects - Opens Properties.
Scripts - Opens Script for Editing.
Sounds - Plays Sound In World
Textures - Displays Texture
Snapshots - Displays Snapshot
Every item/object is "Actionable." Double clicking should invoke that action, not pull up the properties on some things, or the editor on others.
Suggested List of Double Click Actions -
Animation - Play Animation In World
Calling Cards - Open Individuals Profile
Clothing - Wear Article.
Gesture - (De)Activate Gesture
Landmarks - Teleport to Target
Notecards - Opens Notecard for Editing.
Objects - *Specialized, see below*
Scripts - Opens Script for Editing.
Sounds - Plays Sound In World
Textures - Displays Texture
Snapshots - Displays Snapshot
Objects -
This one is a bit more complex, but would likely be more useful. Upon double clicking an object, if object has an assigned attach point, attach the object to the avatar, if the object does not have an attach point, rez the object in front of the avatar. This would increase speed in rezzing objects, and stop new people from wearing boxes when they need to unpack their purchases first.
An alternative option would be to specify in the preferences the default option. I'll add it as a sub-task to this entry, as it may provide a "win-win" solution to the problem of how to handle these.