View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005091||DarkRadiant||GUI||public||30.12.2019 09:30||05.01.2020 04:09|
|Target Version||2.7.0||Fixed in Version||2.7.0|
|Summary||0005091: Add "Choose Skin" button when editing model spawnarg of an existing entity|
|Description||At present, the model list that's brought up when changing the model spawnarg of an existing entity doesn't show the skins available. |
(My workaround has been to bring up the model list from 'Create model' to check which skins are available for the newly changed model.)
|Tags||No tags attached.|
|That's working as designed, since the Entity Inspector is always editing just one single spawnarg at a time. So, when you select the "model" spawnarg, you're just looking for models - to change the skin of a model, you need to edit the "skin" spawnarg, which will provide you with a list of skins available for that model. If no "skin" spawnarg is present on the entity, you'll need to add it first.|
That's a shame, for me models and skins go together like bread and butter. But if that button only modifies one spawnarg at a time then so be it.
Come to think of it, my actual procedure for getting a skin onto an existing model is always to give it a "skin" "1" spawnarg, then click on "Choose skin...". It's less cumbersome than creating a new model with the desired skin & transferring, but new mappers have to think of that technique first.
How about adding a "Choose skin..." button to the model spawnarg? That'd make things easier for new & veteran mappers.
I have to check how far the current design is stretched when adding such a Choose Skin button to the "model" spawnarg editor.
Alternatively, would a "Set Model" and "Set Skin" option to the right-click context menu help, since these two are likely the most commonly used spawnargs on entities?
I like your suggestion. DR is missing a method to 'create' a skin spawnarg on a model (only indirectly by i.e. "skin" "1" or copy-pasting from another entity) and it's an essential spawnarg.
In my opinion a 'set model' option isn't really needed though, because most relevant entities already have a model spawnarg with 'Choose model'.
Ah, I just remembered that there's a right-click 'Add spawnarg' function that easily adds a skin spawnarg. I got out of the habit of using that many years ago because I knew most of the ones in there by heart. That makes the added benefit of the solutions discussed in these notes fairly slim in my view.
Well, my bug report was that 'Create model' lets you choose skins but 'Choose model' doesn't. Would be convenient if they both did, but you already responded to that in your first note.
|I had a brief look at the PropertyEditors, and it's perfectly feasible to add a "Choose skin" button to the model spawnarg editor. So I went ahead and implemented this:|
|Resolved in 6f24b32612|
|30.12.2019 09:30||Dragofer||New Issue|
|31.12.2019 04:20||greebo||Status||new => acknowledged|
|31.12.2019 04:20||greebo||Note Added: 0011992|
|01.01.2020 22:58||Dragofer||Note Added: 0012007|
|04.01.2020 04:58||greebo||Note Added: 0012055|
|04.01.2020 23:29||Dragofer||Note Added: 0012061|
|04.01.2020 23:45||Dragofer||Note Added: 0012062|
|05.01.2020 04:06||greebo||File Added: model_plus_skin_button.png|
|05.01.2020 04:06||greebo||Note Added: 0012065|
|05.01.2020 04:07||greebo||Target Version||=> 2.7.0|
|05.01.2020 04:07||greebo||Summary||No skin selection when changing model of an existing entity => Add "Choose Skin" button when editing model spawnarg of an existing entity|
|05.01.2020 04:07||greebo||Assigned To||=> greebo|
|05.01.2020 04:07||greebo||Status||acknowledged => confirmed|
|05.01.2020 04:09||greebo||Status||confirmed => assigned|
|05.01.2020 04:09||greebo||Status||assigned => resolved|
|05.01.2020 04:09||greebo||Resolution||open => fixed|
|05.01.2020 04:09||greebo||Fixed in Version||=> 2.7.0|
|05.01.2020 04:09||greebo||Note Added: 0012066|