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Point and Click improvements #2035
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Lots of great stuff in here; just wanted to start with highlighting this:
This will be a Dimension tool like those found in other CAD apps, so you can set lengths or angles depending on your clicking sequence. As I help capture these as issues, I'll make sure there is one that gets the full tool feature idea. |
Do we know what the problem is here exactly? I haven't been able to reproduce this. |
It’s not a backend thing it’s a ui thing where it doesn’t even prompt where to save |
This was a design choice, the close segment is different from every other segment, the user can't define it, it just goes directly back to the profile start so it should look different. It doesn't look like a draft lines, the draft lines are dashed. We can change the way the close looks but I think it probably look different still.
We're using the browser title attribute, which yeah is kinda slow, we can use a popover or similar.
This issue was introduced in the sketch on face. I need to touch base with @mlfarrell about this we talked about it, for example here the solid2d id is supposed to be the path id, so it's already in the artifact map, but the id that get's returned by the engine is not in the client's artifact map which is why this doesn't work. I'll get my ducks lined up and make sure it's not something dumb in the FE.
Is this a catch all for bugs in sketch mode? it seems a little vague.
I realise this was listed in, #1664 but I hadn't created an engine issue, it seems that
const myVar = my + math / expression
const yo = someFunction(my + math / expression) is this for variable declarations only (because we can get that by looking at program memory) but if it's for any binaryExpression that's not store anywhere so we'll probably have to make a little ast with just that expression, and execute it with the previous program memory to get it it's value, but even than I'm not sure const myVar = my + math / someExpressiveEngineCall() Do we try and re-execute an expensive callExpression that needs the engine (queries big model for it's volume)?
I'll probably need a demo. I'm not able to replicate it.
Yeah adding constraints that add a variable by default has this issue, I'm guessing that's what you hit. I want to squash a bunch of sketch mode quirks once I get through the overlay stuff.
I think we lost this in the xstate migration, it's subtle enough to have gotten missed in the migration, but very convenient when you are trying to move quickly.
It's shift for selecting segments atm, and cmd or putting the cursors yourself in the editor. ctrl might be a better default since potentially we can use it for both. And maybe this is something that's non-negotiable like user's can't chang it back to shift in settings because shift is already such a hard convention for selecting a block of text in the editor.
probably makes sense to do this when it add "select multiple segments to move at once" but that's probably the biggest use case, but having said that trying to move multiple segments at once gets gnarly with constraints, like if there's a single absolute-coords constrained segment in your selections then you probably can move your selections, and less the way the tool works is even if you selected constrained segments, it will just move the segments that it's able to. but that seems kinda jank to me.
snapping will be a pretty big task, keen to get into it, I kinda want to have construction geometry in sketch groups before I get underway so that I'm covering that case when working on it. Snaps will be a big task because for each kind of snap there will need to be specific ast mod for that. But it will be huge unlock since it will allow users to constrain segments without having to select a segment and click a specific constraint button.
I'll have to play with this.
I struggle to follow the above sorry. |
Sorry i can show you the ones I worded poorly! |
extrude or revolve said sketch, it makes a new variable like:
so there is a more familiar feature tree like feel to the generated code
after v1
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