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bug: "Select only one object to edit features" misleading

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-07-2006 17:14
Steps to reproduce the bug: Select an object (2 or more linked prims) and go to the "Features" tab in the object editor.

Observed results: ""Select only one object to edit features."

Expected results: This text is misleading since it implies objects can have features when, in actuality, only a single PRIMITIVE can have a feature added to it at one time (which is stupid, incidentally). Either change this functionality, so multiple selected prims can have features added to them simultaneously, or change the text to use the correct terms.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
building bug: can't set multiple prims as flex or light
05-12-2006 21:23
No response from Milo Linden or another Linden about this yet from 4 builds ago so I'm resubmitting it reworded differently:

Steps to reproduce the bug: Create 2 or more prims (linked or unlinked). Go to "Features" tab in object editor.

Observed results: "Select only one object to edit features." One object IS selected (linked prims = object).

Expected results: Linked/multiple prims should allow toggling/editing flex and light features.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
05-13-2006 15:27
Yeah, it has the correct message under the object tab, no reason it shouldn't have the same message under features.
I don't agree that you should be able to toggle features for an entire linked-set, allowing people to make a complex object into a light-source, resulting in many lightsources with a radius that one light could cover seems bad. Same with making a complex object suddenly all flexi-prims. It also may be misleading if you can make a link-set flexible, expecting the whole thing to flex as an object, rather than each element flexing on its own.

But the message could definitely be fixed, it's a 2 second change I suspect :)
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-13-2006 23:10
While I agree, somewhat, about setting multiple prims as lights, I don't agree when it comes to flexibility. Why should one be forced to set up flex parameters "just right" on one prim then have to mindlessly copy and position them (like in a spiral pattern)? That's just stupid-inefficient. SL has the optimizations to reduce flex prim framerate if too many are in-view at once so there's no real need to limit the creator.

Lighting also has safeguards: the first 6 user-created lights are hardware--and are the only ones that get rendered now, based on some screwy prioritization that should be camera-center-based, incidentally. But lighting could be an exception, if necessary, and only make the root prim in a linked set a light (and all other linked prims full-bright.
Haravikk Mistral
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Join date: 8 Oct 2005
Posts: 2,482
05-14-2006 03:45
What if only enabling a feature required a single primitive selected, ie you can only switch on light or flexible on a per-prim basis. But any update to the setting of such features would affect all prims in the set that had that feature turned on?

ie:
I have a linked set of 10 prims, I enable flexible on 3 of them individually, leaving them at the default setting.
I then select the entire object, and under flexible it has grayed checkbox for flexible, and the property fields are enabled (in this case all are displaying defaults). I change these fields and the changes are reflected across 3 flexible prims?
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-14-2006 21:36
I'd rather have it affect all selected prims/objects like every other computer operation has ever done (to my knowledge). For example, if multiple prims/objects are selected that don't have flexibility enabled, the semi-grey checked box would appear (standard on Windows for when multiple options will be changed that aren't all the same). Clicking that checkbox would enable flexibility for ALL selected prims/objects. Clicking it again would disable flexibility for all selected prims/objects. The mixed-state (some flex, some not) would not be reattainable unless those previous individual prims/objects were selected and their flex state changed accordingly.

However, as an improvement to the mixed-state checkbox, prims with the checkbox on (flexibility or whatever) could have some indication of this:
  1. different wireframe outline color: could confuse parent/child prim wireframe colors in linked objects
  2. shaded color: could confuse red shading when holding alt to indicate scripted/physical objects
  3. texture overlap: could confuse texture side overlay

This wouldn't work as well with text fields that can have different numeric values. Perhaps a mixed-state indicator isn't really necessary--or it could at least be optional/configurable as to how the indicator is portrayed (type, color, etc).
Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
05-18-2006 03:55
I don't agree with the One-Click-All-Prims-Light function. As people tend to misuse it and set their whole link-set of jeweries into light. And prevent all other light sources in the surrounding area to become darken. Have it hard to set is good way to prevent that.

Actually, I believe only one light should be enabled for one Object, not one prim. But then, some giant complex objects may need more than one.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-18-2006 12:41
A warning (that will show every time) could appear when multiple prims/obects are attempted to be set as lights.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
05-18-2006 13:36
I heard Milo mention the other day that the wording will be corrected to "Select only one primitive to edit features".
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Nargus Asturias
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Posts: 499
05-18-2006 20:03
*giggles* I think that mean end the argument that's not related to the subject and move to some other thread? :D
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Nargus Asturias, aka, StreamWarrior
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-18-2006 20:07
OK, but why? At least allow flex parameters to be applied to multiple prims/objects at once. But even the material type can't be changed on multiple prims/objects! Why? There's no reason to limit at least material type.

There are other parameters with multiple selected prims/objects that should be allowed, too. On a linked object, it used to be only the root prim that would change when a prim parameter (besides material type) was changed. Since 1.9.1 this is no longer the case, but why is it so hard to even let multiple prim parameters change across selected prims/objects as I describe above?
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-18-2006 23:18
Also, after trying .28, this is now misleading: "Select only one primitive to edit parameters." because no indication of what a "parameter" is, implying it's ANYTHING on the "Object" tab, which is not the case since, obviously, SOME parameters can be changed: locked, physical, temporary, phantom, position, size, and rotation. However, if a linked object is selected, only the root prim will change for position, size, and rotation but the other checkboxes affect the ENTIRE linked object. Selecting multiple unlinked prims results in only the "locked" checkbox clickable but position, size, and rotation affect the last selected prim.

There are obviously inconsistencies here that need to be addressed. What is so hard about letting ALL selected prims/objects have ALL parameters changeable at once?