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xlobjectdropper's Introduction

:octocat: Oh, hello ๐Ÿ‘‹

๐Ÿ… Clemson University graduate and fan ๐Ÿ…

I'm a full stack .NET developer working in Atlanta, Georgia.

At a previous job, I was working with C#, .NET Framework/.NET 5, WPF, and GraphQL using several open source and known libraries such as, but not limited to:

๐Ÿ› ๏ธ I'm starting to tinker with and learn more JavaScript and web based frameworks such as React, Angular, Vue, and Blazor.

๐Ÿ›น I've written a few mods for a skateboarding game, SkaterXL, utilizing C# and Unity in my free time.

  • Heavily utilizing Harmony to extend/replace base game functionality.

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xlobjectdropper's Issues

Object Movement Could Be More Precise

From snail:

so after playing around with the object dropper for a bit i have a suggestion
obviously you have a snapping mode already, but when youโ€™re not using that, it seems like theres this weird sort of momentum-based system of movement when youโ€™re moving an object around; like the longer you input something the faster the object moves across the gamespace and then when you want to stop moving it takes some time to slow down after the input is released
and from my little bit of playing with it it doesnt really feel AS precise as it could be if it was more of a consistent move speed

Lock Cam Completely Broken

Lock Cam is completely broken. When enabled, it returns you to the map's origin (the football field on EDH).

Ability to Select Objects from Maps

Give the ability to select objects on maps, and not just our assets. Tried this in the past but the highlighting made it tough. Perhaps there's a better way to do it?

Add Camera Light to VX on Filmer

It'd be really neat if we could attach a little light to the top of the VX, then it'd be controllable by the existing light edit settings.

image

image

Change the "Keep Distance From Ground" Logic

This is a nice behavior and should be toggle-able.

Use left D-pad for this toggle.

Off (default) - totally free Y axis movement, no ground tracking
On - today's logic, trying to maintain a certain distance from the ground, with ground tracking

Include Rotation on all X, Y, and Z axis

When rotating an object, I've noticed I can only rotate on 2 axis. There is a 3rd axis that is not allowed to be rotated, which limits intended prop placement.

Intermittent issues with saving

I've had a few occasions where I tried to save a prop load out on EasyDayHigh, and the save/cancel functionality would not work... Thus then not save my props.

"Precision" Mode

Potentially hold LB+RB to enter "precision mode" which is basically just a quicker way to reduce your sensitivity.

Cursor should jump to object when selecting

Instead of the object jumping to the cursor when you select one, make the cursor jump to it instead.

This is particularly annoying when you're trying to grab an object to move it slightly, especially if you grab it from far away.

Assets

Through talking with Jaxx, we started talking about some assets he desired. Not sure what all you have planned, SDT, but here's a place we can keep a running list of things people are interested in.

  • lots of lights
  • generator
    • makes noise? but not too much noise?
  • filmer
  • grind splines

Selected Object not showing highlight.

The selected object show it's highlight when you're creating one from the object selection. But if you're selecting an already spawned item, it's highlight is missing.

Make Session Options Save Like Mod Settings

Update the the session options (such as Y axis toggle, moving/rotation increments) save like mod settings such that they get persisted across multiple plays of the game.

Rigidbody collisions in replay editor (possible workaround?)

Wondering if adding colliders to the replay skater would enable some workable collisions with small rigidbody objects.

(I have read discussion of this possibility in the discord with regards to a breakable wall, and mcbtay stated: "Collision isnโ€™t really your issue as much as storing the information of each piece per frame. Even if you add collision to the replay skater... your chunks of wall are still in their ending position, and not the position they were actually in, if that makes sense." However, if the intention was to have a more simple collision with a smaller, lighter object - for example knocking a cone off a ledge during a grind - my hope is the player could do the trick and then add the object afterwards, allowing for the initial collision to occur in the replay editor? It might be a bit tricky to record because I assume you'd only have one shot, but you could probably still skip around the collision in the timeline to set your keyframes, as long as you don't clip directly into your rigidbody?

Add a Photographer

We've got the filmer, and his poses, which are awesome. It'd be super cool to have a photographer (like Atiba) with a camera too.

Canon T3I maybe? ;)

When Loading Save, Scale Not Applied

When loading a saved game file, the scale does not seem to get loaded in. It appears to save to the file fine, just not load back in when recreating the object.

Proposed Control Scheme

LS - Move along XZ axis
RS - Rotate Camera
DPAD UP/DOWN - Move along Y axis
DPAD LEFT/RIGHT Triggers - Zoom camera
LB + LS - Rotate Object XZ Axis
LB + DPAD UP/DOWN - Scale
RB - Lock axis (toggle)
LB + A - Duplicate/Place multiple
A - Place object
X - Object Menu
Y - Delete
B - Exit
LS CLICK - Reset object (scale/rotation)
RS CLICK - Reset camera to object
START - Main Menu
SELECT - Options menu

Options menu - Snapping (ON/OFF), Sensitivity, Object Style (if supported), Color

Switching Styles Is Buggy

Actually selecting an alternate style and switching it is pretty buggy.

Objects become unselectable when its multi styled like the stairs or ledges, with a different model entirely.

Object Dropper Should By Default Face the Same Way as the Skater/Pin

Currently, when you enter object dropper mode it's always the same view point. It should be updated to always have the same view as the skater.

For example, if you change maps to the Big Ramp, and go into object dropper mode, the camera will face the opposite direction of what it was prior to object dropper mode.

Add Street Signs With and Without Pole

We've got a bunch of street signs already in the project, perhaps we could bundle some of them.

It'd also be nice to include some without the pole (no skateboarding maybe) to use as curb roll ups or little ramps.

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