Comments (5)
Such possibility was considered (works for components), though behaviour to move what you don't see or don't explicitly grab is pretty questionable, as it may result in mapping errors after accidental click, also considering, that it is not consistent, but determined by selected objects type.
I think it's fine as it is, because super precise click is not required anyway and it has prefs.selection.selector size
control to tweak the threshold.
Also for lights such action does 'scale light value'.
from netradiant-custom.
Such possibility was considered (works for components), though behaviour to move what you don't see or don't explicitly grab is pretty questionable, as it may result in mapping errors after accidental click
I personally turned off the left click tunnel selector because it was way too prone to similar accidental clicks. Turning it off kinda prevents that scenario from happening with this drag method. It would be a nice option to have, but good to know selector size will help. After testing it seems to have a max of 64 pixels though, which on my screen is a little small and a doubling of that limit would probably by nice.
from netradiant-custom.
I do not follow, how disabling ability to select would help to not move things accidentally?
What is your screen resolution? 12 feels pretty solid in full hd. Note, it affects size for all selection operations, so huge one may worsen the experience.
from netradiant-custom.
Disabling tunnel selection for me, helped prevent me selecting things I did not intend to, when coming from 18 years of GTK Radiant. Which would also help prevent me selecting things by accident when dragging lights. I never personally had a problem selecting something else while trying to drag a light, or spawn point entity in GTK Radiant, regardless of where it was in the world and where my click point, viewpoint were.
I am at 1440p, but a bigger selection might actually bring the feel of things closer to GTK. I am a bit used to how "loose" things are in the GTK version of radiant, that how precise the selection requirements are in this are. I'm not exactly sure. 64 does feel a bit large for brush operations. Might just have to try and find a happy medium value and adjust my muscle memory.
from netradiant-custom.
Ic the difference it makes. My worries are about moving things you do not clearly intend to move. Also that'd make to choose whether you want this or lights resizing. In Gtk this is cheap workaround of the tiny objects selection issue, as it uses ray casting for selection, not frustum culling.
Tunnel selector is great tweak tho, as it allows to avoids deselecting before doing next selection all the way.
from netradiant-custom.
Related Issues (20)
- "Shader not found" despite qer_editorimage specified HOT 3
- Lights sometimes leaking through brushes and patches (Xonotic mapping) HOT 3
- Autocaulk unexpectedly applies nodraw on solid brushes HOT 12
- Texture keyboard shortcuts not working with Surface Inspector window open HOT 3
- Crash on exit HOT 1
- (Feature request) Take into account currently used color theme for rendering entities in the 2D view. HOT 6
- (Feature request) Increase number of shown spawnflags in the Entity editor + maybe add hackflags from Q2 for N64? HOT 6
- (Feature request) Add support for skin parameter for rendering entities in the 3D view HOT 2
- Default texture scale is limited to 2 decimal places HOT 1
- Can NRC be used for non-quake/doom based engines? HOT 38
- quakelive support? HOT 1
- Can I make some kind of terrain? HOT 4
- Half-Life: changing the light entity position by dragging trims the _light property value HOT 2
- Compil fail HOT 5
- No textures on Debian HOT 3
- Can't copy/paste Quake 1 map into Doom 3 map HOT 1
- Question: Shader file viewer HOT 2
- (q3map2) Allow compiling CONTENTS_JUMPPAD in WolfET HOT 2
- Feature Request: Entity search by key/value HOT 1
- [Feature request] Draw light radius on negative lights HOT 1
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