I see, it's because the patch is from 0.7A to 0.7E13 and the new background was added in 0.7C. Ideally the patch should only include changed files from 0.7E to 0.7E13, but maybe there are some technical reasons why it's done this way
In fact both of your suggestions have already been suggested before (even back in 2005) and they already appear in the suggested improvements log thread.
In Options - Controls: set Gear shift mode: shifter
In Options - Controls - Shifter tab: make sure that all gears are assigned to the correct shifter positions.
When moving the blinking text input cursor quickly inside a text field in LFS, I tend to be less precise with placing the cursor to the correct place or keeping track of the current position of it, because it "disappears" every half a second due to the blinking animation.
The solution would be to reset the blinking sequence whenever the cursor changes position, be it by using the arrow keys or a mouse button.
Here is a comparison between Notepad and LFS:
This seems like a minor detail, but it does slow me down especially when I edit many values in LFS Editor many times.
In triangle mode, often times I select a mapping and want to apply it to multiple parts of the mesh. When I do this, I have to select a mapping in the list of mappings on the left and confirm the selection every time.
It would be cool to have a special mode which would make it faster to apply a selected mapping to triangles when using CTRL+LMB or SHIFT+CTRL+LMB, without having to do the extra steps. Something like a "brush" or "paint bucket" with a mapping.
There could be a new toggle button to enable this mode and if it was toggled on, pressing/holding CTRL+LMB, pressing SHIFT+CTRL+LMB or CTRL+RMB would apply the currently selected mapping immediately instead of selecting the triangles.
When changing the mod status from WIP to non-WIP, there could be an option to move the mod discussion thread from the Mods - Work in Progress forum to Mod Comments, or even make it automatic.
Actually I wrote it wrong, it's not possible to directly import an OBJ file into a subobject.
- Enter the Modeller right from the main menu of the LFS Editor
- Click the OBJ button and load the 3D object
- Click SAVE to save it into 3dob folder
- Close the Modeller and load your mod in Vehicle Editor
- Go to Modeller, select your subobject and click "load" to load a new subobject
You need to create a new subobject and import the OBJ file into it.
1. Enter the Modeller (press E)
2. Make sure you are in "subob" mode in the top bar
3. Click "new subobject" green button
4. Click "OBJ" next to the load/save buttons at the bottom left
In single player mode, you can do whatever you want with mods using the test mod feature.
If you want to use mods online, they must go through a review process before they are published. Subsequent updates to a mod are not actively reviewed, but significant changes to a mod after initial publication are not allowed - the mod must keep its original character.
I like your idea with including the binary data types in the reflect metadata and ditching the very long lfspack.ts file - I'm not a big fan of that one either