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Rolig Loon added a comment - 27/Apr/08 11:05 AM
Hear! Hear! When I am working on a multi-prim skirt and trying to make delicate adjustments, one prim at a time, it is VERY difficult to see what I'm doing with the #$((*&#@% selection outlines in the way. There are certainly times when selection outlines can be helpful, but when they AREN'T, it would be wonderful to have a way to toggle them off, on the fly. In Photoshop, we have the option of hiding the "marching ants" with a quick keyboard toggle. How hard could it be to do the same thing in SL's edit routine?
Splendid idea, and as you point out, it's already in the software, it just needs a hotkey.
I object to all ideas to add any new shortcut keys, until configurable short cut assignment is implemented in SL. Dong so will most likely introduce another headache for non-US keyboard users and input method users.
That's a good observation, but not a reason to object to being able to toggle selection outlines on and off. Personally, I don't care HOW the toggle works. What's important is a toggle that EXISTS. Working on delicate objects with glowing selection outlines in your face is VERY frustrating.
That's an excellent idea. I've had situations where I'd want to quickly disable outlines while building too. Voting.
Cleaned up a couple of typos in the description, numbered the list to help emphasize the issue. Added additional language to the description to explain difficulty using building tools while selection outlines are "totally gone"
"SelectionHighlightThickness" is the only one that seems to WORK. Default value is 0.01. Setting it to 0.00 will "hide" selection outines.
Why SelectionHighlightAlpha doesn't seem to do anything, I have no idea. Shown by Torley here: http://www.youtube.com/watch?v=rjHKaMdm_eQ I think the main problem with the debug menu technique currently available is that it requires a relog. When I'm working on a complex multiprim object, I really do need to have the selection outlines so I can ensure I've clicked on the correct prim. But then I want to be able to toggle them off as I move said prim around and adjust textures. Relogging in the middle of a build is not precisely convenient
Relogging in the middle of a build is not even consistently possible, let alone convenient
More than a year and there's still no effective workaround for this. I realize it may not be a simple coding problem, and by now, the Lindens do have more pressing issues on their plate, but really--why hasn't this been fixed yet?
I do know that if I am building at home, because I share my parcel with four other people, three of them builders--we are constantly running out of prims. If I build at home (if I can build at home!), I can make the proposed changes, log out, and log in again with no loss of work. Nearly every sandbox I've ever built in, though, has anything from an instant auto-return (when the building avatar is no longer detected) to four hours at best. And I have lost work in both environments, both for the client crashing, and for reasons of power outage.
=== Brought this up at Q's Office Hours last week. Hopefully it is addressed soon.
Updated To Reflect Affected Versions I support this request - voted.
However, according to Q Linden, adding new shortcuts may be not much appropriate right now. The effect would be immediate - no need to relog or anything. Do the original reporter and other commenters agree that adding a menu toggle to "Hide/Show" the selection highlights "on demand" would solve this issue in an acceptable way? If yes, please update accordingly Subject and Description. Q Linden stated this is a perfect candidate for the open source viewer (that has a faster process to include new patches and fixes).
Faster than what? This issue has been open for over a year, without the slightest bit of movement or acknowledgement from the Lindens. Faster than standing still
Attached is a patch to added this as a menu item on the Tools menu. A key shortcut I think would be too easy to hit by accident anyway, leaving people wondering why they can't see their selections any more, I think a menu item is sufficiently usable to be a reasonable compromise. I have also erred on the side of caution in making the setting not persist, so if someone does happen to set it by accident a simple relog should fix the problem; I can't see anyone wanting to leave selection outlines turned off all the time? I will see if I can get this approved for submission to the open source viewer (and hopefully from there through into the main viewer). Would it be OK with you to change the title of the issue to refer to it as a new menu item rather than a key combo? No need to update the description. The original request was for a hotkey or a menu option, or both.
(however there is a need to edit my comment, since I can't type the word "to" properly.) Heh
Hi Aimee, could you drop a note on sldev@ on this? If there's no objections and you get a review, it seems just fine to put this in http-texture.
Sure
Summary changed per request.
Tested the patch out, applied to Imprudence. Works like a charm!
I've been meaning to create a patch like this myself, because in addition to being a visual nuisance at times, the selection Here are my framerate observations with this patch, recorded on a local OpenSim instance with 1250 plywood cubes:
I wonder if the stabilized FPS could be brought up even closer to the baseline FPS with a bit of restructuring of the code, but this is definitely a good start, and it gets the job done cleanly and efficiently. I say go with it! Is this ready for sldev sign off and commit?
Could still do with another committer building and trying it before I commit, as Q says above, fancy trying it Soft?
Automated note to patch contributor: if you haven't done so already, please make sure you have a contribution agreement on file and that your patch includes an edit to doc/contributions.txt properly crediting yourself for this patch. See https://wiki.secondlife.com/wiki/Submitting_code
Taking into viewer-2 without a hotkey for now. Too much debate over which keys are still available, just want the option visible for now.
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