Comments (7)
Yup, that's broken. I'll fix that one right away. Regarding the second question, I have considered this, but I think that the way it currently works is better due to a couple of reasons:
- The approach with a compass / handle requires you to release mouse button and click someplace else to change the plane on which the object is moved.
- What if the center of the selection is not visible?
- If moving objects worked like this, everything else would have to work like this also. However, I think that these handles actually slow down your editing in comparison to how it works now (modifier + mouse drag).
I suggest that you try it and see if you can get used to it. If you still feel it's inferior to the 3ds approach, we can discuss it again.
from trenchbroom.
If the center is not visible, I would display the gizmo in the closest corner of the view area.
That said, regarding speed, it's hard for me to say as I'm not used to using shortcuts and having worked with max for many years I don't find the gizmo slow at all. It's not like it has to be one or the other, btw. You can totally leave the shortcut in. :)
But yeah, once it's working, I will give the shortcut method a proper shot first.
from trenchbroom.
Regarding the first issue, what happens when you alt-drag on a brush? Because when I do it, it does the same as Ctrl-dragging, which is a quick why of selecting multiple brushes (it will select everything you touch). Can you try that for me?
from trenchbroom.
Alt+Drag moves on the x/y plane. Ctrl+Drag does select multiple brushes and seems to work quite well. I will likely just use Ctrl+Click but the drag is a nice option to have if you have a load of stuff to select.
from trenchbroom.
Okay, somehow the Alt key is wonky on my system. I think this might be related to my Apple keyboard - I'll have to get a Windows keyboard.
from trenchbroom.
Please try TrenchBroom_Win32_20120717_0746, it might fix the vertical dragging on Windows, but I can't test it on my virtual machine.
from trenchbroom.
I'm going to close this because it's superseded by a more general bug.
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Related Issues (20)
- Mouse speed slider is missing from bottom on Mouse settings tab. HOT 4
- Introduce a proper material system HOT 1
- TrenchBroom crashes when loading a model with animation HOT 5
- Double-clicking texture group/folder while entity/brush selected in the Texture Browser does not move it from "Available" to "Enabled" HOT 1
- Game Configuration folders created with WINDOWS directory symlinks no longer appear HOT 8
- Treat a selected group as if all of its individual components were selected
- macOS CI currently broken
- Light-colored textures don't display properly in viewport HOT 2
- Loading `copper.fgd` crashes Trenchbroom. HOT 1
- Texture collections aren't available in texture browser unless already referenced in `.map` file HOT 2
- Basic support for FGD input/output HOT 17
- Apply a brush's "texture' from the "brush" section of "GameConfig.cfg" on creation HOT 1
- Segfault when extruding a brush
- [Urgent security issue] FreeImage arbitrary code execution vulnerability HOT 9
- [Urgent security issue] [liblzma] port uses compromised version HOT 16
- Problem creating/reading config if user has accent in the name
- Hardcoded World Bound
- Running Trenchbroom in Wayland session causes core dump, however forcing XWayland with QT_QPA_PLATFORM=xcb runs fine HOT 1
- Feature request - Option to lock mouse when rotating camera in 3D view HOT 1
- MAP_DIR_PATH empty when started from command-line without path
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from trenchbroom.