new shorcuts works rad. Maybe an extrude one? SHIFT + E or SHIFT + D since they're pretty handy. The save shortcut that eric suggested would be cool too.
I thought about extending CTRL+D (duplicate selected) to other screens like mapping/cutout/page
Also CTRL+N for a NEW point/mapping/cutout/page
I was also thinking about Extrude (that you and r3zp3k7 mentioned) and Flip. I understand people use extrude a lot so SHIFT+E could work for that? Or should it just be plain 'E' ?
Why I say "SHIFT" in this case and not "CTRL": CTRL+key I try to reserve for universal functions that work across the whole of LFS (or many editors in LFS). Operations that are more specific to one particular editor should have SHIFT+key or plain key presses.
About FLIP I wondered if there should be an option to flip the triangles after an extrude, as it's easy to confuse the inside/outside options. If you have points selected (instead of triangles) it could flip the triangles that are connected to the selected points. This way, I think FLIP would work as expected after an extrude. I'm not sure which key to use. F is front view and SHIFT+F hides buttons. Maybe CTRL+F, but that seems like it might have a more system wide use? Any other suggestions for FLIP? What is the key if there is a similar operation in another editor like Blender?
EDIT: Final question for the morning, kenblock30 mentioned a key for "fuse to green". It's another 'F' but F isn't really available for that so thought I'd ask if there is such a function in Blender and which key it uses? Not that we have to copy Blender but it can be a good idea to use the same keys when possible.
P.S. before anyone starts complaining that I am not focussing on tyre physics, I have been working on tyre physics this week and making some progress. But in fact that is a process of doing things and chewing on it a bit, coming up with something to try the next day etc. I can't just work 24-7 on tyre physics. So to do the odd editor function is great for mod creators and can help Eric too.
@Scawen It would be very.. Very handy if there's also copy/paste and or a duplicate
point shortcuts
Shift D = Duplicate selected points
-Also the ability to add intake restriction for a setup inside of lfs editor
-Increase the maximum pages can be added in spokes editor (at least 2)
-The ability to type in the values in engine editor (type both value and at what rpm) instead of playing around with sliders.
-Ability to choose amount of passengers and their location in the back seat (left/right)
A common set of functions I use is hide/unhide selected/unselected points or triangles. I was going to suggest shortcuts with H, which align with those in Blender, but then I realized they're already used for the chat history in LFS. Maybe X for "exclude"?
X - hide selected
SHIFT+X - hide unselected (this is already bound to "Exit modeller" but that could be replaced since Esc does almost the same)
ALT+X - unhide all
Then it would be cool to have shortcuts to switch between editing modes (subob, tri, point etc.). I see there are shortcuts for mapping mode and cutout mode, so the rest could follow that pattern:
Or, it could be just pressing numbers 1 to 8 in the same order as the top left buttons (or ALT+number), to save these Shift + keys for some other functions?
NOTE: To allow ALT+key in editors, I've enabled sending keys to the focus process while ALT is held down. This was not normally done before. I hope this doesn't affect anything else such as any Windows shortcuts. I guess not but why has this always been disabled in LFS, I don't know. I've only enabled ALT+key for A to Z keys. Currently only used for ALT+X (unhide all).
What are the main causes of the bad normals? I thought usually they are caused by things like two triangles built on the same points facing opposite directions, with the same smoothing group (a modelling mistake). But I realise these probably come up most often when you import a mesh not built in LFS editor. Are there other causes, such as degenerate triangles? Or multiple points in the same location, so a triangle has an edge with zero width?
I don't much like the idea of removing the warning. Ideally you should fix the issue instead. I suppose you find it hard sometimes to identify the faulty triangles that are causing bad normals? I think in some situations it's not that easy for me to identify the reason in code. So that's why I'm asking if you know some ways these commonly come up, in case I can do an auto repair or some other kind of helper function.
In my case bad normals happen when points are too close to each other, moving the point a bit fixes it.
Fixing it is important I agree but I usually do them as a last step, polishing if you will. It would be nice to have an option to turn them off for the time being or atleast make the text smaller and not obstructive. Anything you click makes those messages reappear and when doing cutouts for example you need to wait for the text to disappear to even adjust the cutout.
I have seen this message when the points are too close to each other or in the same place. To automatically remove such points in the blender, there is a merge by distance feature, you set the distance yourself and all points less than this distance will merge.
I guess that bad normals appear when the edges of tris are too close to each other, that gives you a sort of degenerate triangle...
Sometimes its hard to find what triangle is causing the bad normal so an easy way to fix it is selecting the point were the red line starts and then pressing "select connected triangles" button. You must manually deselect the more visible tris and surely a smaller one will stay selected, like a thin line. Just delete it or try to change the way that its connected to the points.
Could we have that accidentaly u load main object u can shft+z witch recalls the action, because i have lost my progress multiple times by wanting to load subobject file and misclicking on load main object and then your whole progress has been lost if u havent saved it and u cant shift+z it because that doesnt work
Usually "bad normals" are caused by triangles which are too tiny or too thin. The more annoying the reminder, the more likely modders will fix them before uploading the mod
If we are going in that route why just not make it so you can't export the mod for upload if the normals are bad? I would also apply this to triangle limit since you can have other configurations that are way off the 65k limit and you can still use it.
I would much rather have this than the constant annoying red text reminder that always pops up whenever you click something. I think the editor should be a fun environment rather than annoying one.
IMHO I liked this general ideas, preventing stolen mods also
Buuuuut, for a slow speed internet connections like in here in my place, redownloading mods to be used on server you're joining again is quite painful waiting the download speed of it
If your location is Indonesia, it would be great to have your feedback about the new system to make it faster to download mods.
We've had reports about slow downloads, and have tried to do something about it with a new global downloading system. But we have had hardly any feedback about the new system. In your case, if you enable the option, your mods should come from Japan which may be quicker than Rotterdam.