sabresaurus / SabreCSG

Level design tools for Unity
MIT License
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Face Editing UI Refresh #147

Open notPelf opened 6 years ago

notPelf commented 6 years ago

I've almost never used github before so I hope this is the right spot to put this.

The face editing UI is pretty disorganized so I took a stab at fixing it up.

image

I made the material preview be hidden by default. It takes up space and is pretty redundant in my opinion because you can see the material in the selection dialogue and also on the brush itself. But I didn't want to completely remove it.

image

I'm not too sure what to do with the code because I don't know github. It may be worth mentioning that I did Format Document in visual studio (it's just habit, I do it almost as much as ctrl+s) which I think changed spaces to tabs so a lot of lines of code were changed but I didn't actually do anything to them. I'm not sure what should be done about that.

Drop any suggestions too that I could try implementing

Henry00IS commented 6 years ago

Usually you make a Pull Request. If you are using Sourcetree I can show you the steps it's not very difficult. Looking good so far! It's something I have been wanting to clean up as well. I was considering using icons to reduce the amount of text (especially on things like the selection helpers) but they may not be nearly as obvious.

I actually wanted to rewrite most tools sooner or later into a system that's more extendable because now any new feature that needs another button is going to make the user interface too big for small screens. If you have any suggestions for a completely new interface in general feel free to let us know as well.

notPelf commented 6 years ago

I actually don't use any source control lol, maybe it's possible to do the pull request on the site?

Regarding icons, I think they would just reduce clarity like you said especially if the icons were made small to further reduce the area. Keeping things as text is very clear about what the buttons do and they don't take up too much more space either. Probuilder I think suffers from this, where all their stuff is icons and there's no tooltips (at least that I was aware of) so I couldn't figure out how to use it.

As for suggestions on the interface. What if some of the toolbars were broken out into a dockable window similar to what Probuilder does? That way the UI isn't limited in size by the scene view window. Also under the UV tools, I don't know what the planar buttons do, it's not clear and I can't tell from trying them. The rotate and scale buttons also are misleading as they rotate/scale the texture by the amount in the text box but the expected behavior is to set the rotation/scale to what's in the text box. I don't trust myself to go digging too deep into the code to try and change that though.