Open originalfoo opened 4 years ago
what if someone wants crossings in their parking?
How do I identify parking lot roads? do they have more than 2 parking lanes?
What if there it is a two way road with parking on both sides?
Parking lot roads don't have any parking lanes, they are just vehicle lanes I think. The "parking lots" are actually separate building assets, which contain parking props, that the user manually plops on to the road. I think that's also possibly one reason why TMPE parking AI struggles with those assets (it's assuming buildin to be ajacent to the road, not plopped on top of the road).
So it's mainly accidental node insertion that I'm worried about for these roads (and others tbh). This in part ties in with #7 - it needs to be much clearer to user what a click will do (will continue that in #7).
My main issue at moment, from usability perspective, is that it is much too easy to accidentally insert unwanted nodes. Maybe instead of treating parking lot roads as special case, an alternative approach could be a new mod option Require Ctrl key to be pressed when inserting new nodes
? This would allow user to choose extra level of protection from accidental node insertion.
I have snap to node option. would that fix the problem?
"prevent accidental crossing node addition"
This is really the key point. Maybe separate the editing and the adding of nodes into different tools? Or provide an undo option, so that an accidentally created node can be undone ... It happens a lot to me, even without the parking lot roads ...
also, there is the issue of accidentally adding a node when the mouse button is down in the panel and goes up on the road, it adds a node.
I fixed https://github.com/kianzarrin/NodeController/issues/11#issuecomment-748523050 and have plans to add different tool modes.
Maybe add a mod option to allow the tool to be disabled for Parking Lot Roads to prevent accidental crossing node addition?