Trenchbroom: Some Entity Panel behaviour was better pre-QT

Created on 16 Aug 2020  路  3Comments  路  Source: TrenchBroom/TrenchBroom

We actually got a few unfortunate regressions with how editing keys in the Entity Panel behave since the QT upgrade.
I compared on latest QT release, vs the last 2019.6 release.

If you select the Spawnflag key on two entities that have different Spawnflag names :

  • Previously we would still see the Spawnflag list in the UI (it'll just show the spawflag names that are shared, and keep numbers on the ones that are different).
  • Now, the Spawnflag UI doesn't show up at all, so we can't set them on a selection of multiple entities if they are not identical (we often want to do this, as even if the entities are different, many flags are the same, like Start Off or the difficulty select flags).

If you select a key on one entity, and then select another entity with a different classname, but that has the same available key :

  • Previously, the same key would stay active, which made it easy to compare values on multiple entities, especially for Spawnflags.
  • Now the key is unselected (unless the entity is identical in all ways), meaning that when setting the same keys on entities one by one, we need to reselect the right key (especially unfortunate when setting various Spawnflags on lots of entities).
3 Bug

Most helpful comment

Ok, I've got fixes for both of these in the works - the Spawnflag UI one was only present in dev builds, but it's good you caught it before we do the 2020.2 :)

All 3 comments

Yeah - can confirm 2.

I think Bug 1 is just the splitter misbehaving, it was collapsed for me, and I had to know that it was there to expand the spawnflags editor splitter.

Still a problem that needs to be fixed but at least the underlying behaviour is OK I think - Here i've got item_spikes (spawnflag 1 = "Large Box") and item_key1 selected:
spawnflags

Oh well yeah, you can't edit spawnflags with 2 or more entities selected. Well, the spawnflag UI doesn't show anyway or seemed weird anyway. I thought this was by design so I didn't bring it up. :-)
image

Ok, I've got fixes for both of these in the works - the Spawnflag UI one was only present in dev builds, but it's good you caught it before we do the 2020.2 :)

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