Dragger QoL Improvements [Beta]

:point_up:

(atting some more people who have feedback before)
@0Tenth @Micamaster100 @glaqss @Mikos_Drafle @Shinji_esk @WeldingBrick @RaterixRGL @CircDev @GreatGuyBoom @TheCrypticRunner @Zomebody @YasuYoshida @ChipioIndustries @simplynoni @MonsieurTinyTuna @arch1baId @coinc1234 @WaterDev_Ok

I honestly prefer the new snapping though would appreciate also having the old as well too.
Also, can we get a fix for the fact that roblox studio can a lot of times just select the entire workspace (further freezing your studio for a very long time to even bricking your rig if your place is too big)? This can happen whenever you use the viewport selection box to select a batch of parts and usually happens whenever you try to select while studio is in a state in which its technically frozen/stuttering. It’s insanely annoying and i have to resort to always restart studio when this happens otherwise risk having studio max out every single memory metric from my system further bricking it.

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Hey I agree there’s an annoying bug where it selects the whole workspace but it’s not related with the snap tool!

I love the Snap To Parts checkbox, and holding alt to temporarily swap to gridless. Great workflow.

My only request now is for the Snap To Parts checkbox to have a shortcut key available to toggle it quickly (because rarely I want to avoid snapping to parts while still maintaining moving-by-increments). I’m unable to find it in Advanced->Customize Shortcuts. These three don’t seem to be for the Snap To Parts checkbox.

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By the way, I hear the feedback about configurability.

It’s always possible to add additional configurability, but the more important decision and what we really need to figure out at the moment is the default behavior. The vast majority of users never customize any detailed settings of the tool so the way it is by default is the way most users will end up experiencing the tool and it’s important to get right.

Thanks for the callout, I just missed adding a shortcut for that when implementing, I’ll get one in.

Thank you for making a voting system, I really hope the old snap tool will win or give us both (Can be a bit annnoying) but I have been using the old one for months and I can testify it was a tool which saved a lot of times, because when I needed it I pressed shift, if else I hold nothing, I could snap anything as I wanted (no matter the complexity).
I don’t know what else this tool needs to make it better.
Since the new one, I can snap and target less parts and I don’t know why.

(Like in this video where I enabled snap but I was unable to target the dark brown part) Dragger QoL Improvements [Beta] - #359 by Ryxku

2 Likes

I enabled the beta again after having it disabled for a while and the snap checkbox is for sure my preference.

Could we get an extra answer “Checkbox yes, but bound to a configurable keybind”? Because if there was a way to remap scale uniformly to Alt and “Inverse Snap checkbox” to Shift, I’d definitively go with the checkbox

Personally, the old system was easier for me because you could simply hold down Shift and release it at any moment and toggle snapping. That’s much easier than finding and try to press Alt key.

Edit: And i would like to see more fixes with Tab key snapping. :upside_down_face:

3 Likes

Could you elaborate? The one issue I’m aware of is that you can’t summon to the baseplate (or other Locked parts) currently, is there something else you’d like to see changed?

Yeah sure, i have a video capture of the thing i think is issue.
Sometimes if the part is too big this is really annoying.

2 Likes

This is intentional, when you summon it looks for snaps specifically along the axis you summoned to in order to give you additional control. So if you summon to the other corner flush with the wall it will snap when summoned.

Do you think that gets in the way more than it helps?

Yeah sometimes i’m wasting time trying to snap big parts because of the position they’re in so basically yes.

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Please revert or add an option to revert this snapping change, my move is set to .01 and trying to snap an object to another is very hard to do

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Also shift is just way more comfortable to use than alt

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Could you elaborate? Hard when you have both Snap to Parts and grid snap on, hard in a different scenario, ?

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I’m still experiencing lag spikes when moving models with a high amount of parts when the collisions checkbox is disabled. Will this be fixed soon? It is very annoying.

Video:

I feel like this is just a me issue but the snapping is somewhat of a double edged sword, the snapping allows parts to easily be made flush with other parts is great and all, but when building with measurements, the resizing of the parts is sometimes unnecessary, i’ve made parts that are specifically meant to measure a specific amount of studs (e.g 5 studs).

When I want to resize said 5 stud part to 10 studs, the snapping turns the part into a very specific measurement like “10.723” studs, which makes making the part flush with other parts difficult, and sometimes, and when trying to resnap it to be flush, there’s still a very very tiny gap inbetween the parts because one part isn’t on the same measurements as the other.

Again I feel like this is a me issue here and i’m not fully getting how the new improvements work, but it’s just a thing i’ve noticed.

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It may be a me problem but I’m not sure,
image
See how my move is set to 0.01, when I try to snap it to another part it becomes nearly impossible to do so