Say Hello to the New Lua Draggers

It’s only two extra clicks (really one extra click) if you want to scale from both the center and one of the ends in the same drag, which from my understanding is a very fringe use case. If you’re only scaling from the center or from one of the ends at a time it acts the same as it did before.

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Hi, thanks for giving feedback on our new Lua tool. And you specifically mentioned the new Ctrl+scale behavior caused issues when building walls and windows. Could you offer more details about how it affect your building process?

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Lets say a part if off centered and you want to center it.
A lot of the time, when building windows in walls you end up with parts that are out of place so you have to realign/center them.
Before: You could use the ctrl button so that the first side lines up then you simply release the ctrl button and keep dragging it into position then you press the crtl button again and shrink it into it’s exact place.
Now: You use the crtl button to drag it so one side is in place, click on the drag point again then release the ctrl button point again then you drag the other side into place then you need to click the drag point again and then press the crtl button again to shrink it so it’s centered.
Oh and if accidentally press the ctrl button before the drag button and don’t realise it before it’s too late, you have to ctrl Z it and retry.

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Nice, thank you for explaining this in details!

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The Lua Draggers have been force rolled out to 25% of users again.

Let us know if you experience any issues.

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My favorite part of this is the fact that the draggers are AlwaysOnTop. However, when rotating my character while walking, I got this error and the rotation dragger detached from my character and completely broke…

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The new Lua Dragger has been force rolled out for me and I have a pretty bad experience on it.
The dragger is working but it disappears from my screen when there are too much parts on my screen.

Example video on disappearing resize points:

Example picture on disppearing arrows:

Suggestion: Add back these points so I can drag/resize it although we cannot actually see the arrow
image

The whole point of making the draggers AlwaysOnTop was to remove those points and, instead, show the entire dragger through parts. I hope this gets fixed soon.

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Finally it’s here. It will help a lot, thank you!

Can you try to repro that again? I played around with my character for a bit and wasn’t able to get any erroneous behavior with any combination of collisions / joints / snapping etc.

Oh no, that’s not good. Could you DM me a copy of that place (just the workspace geometry will suffice if you don’t wish to share the scripts)? I’ve tested on some pretty large places and not had the handles disappear before, so there might be something unusual about your place that triggers that.

Edit: yeah, I don’t think it’s just the amount of geometry, works fine with >100,000 parts on screen and I don’t have a very powerful GPU in this machine. Please share the place in question so I can investigate:

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If it helps, the rotation degree was 0.

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I believe this only happened on low editing graphics level, try turning it down and you will see it.
(Note i cannot edit my place with high editing graphics level as this is laggy)

This happened on every places even on Roblox’s template places

Repro file of these 2 templates if you need it:
Galactic Speedway.rbxl (1.9 MB)
Move it simulator.rbxl (1.4 MB)

Another new bug is parts can easily be dragged through other parts. Try this with two standard 4x1x2 blocks. The part itself is no longer taker into account, but rather, the mouse’s position. If you’re dragging brick A and your mouse isn’t touching brick B, then brick A will go through brick B. Was this added intentionally?

Yes, this is the new intended behavior to make the dragging movement much more predictable. Now the parts will go exactly where you drag them regardless of collision.

We have a different better functionality coming soon for the use case of trying to place something “physically” in perfectly in contact with the environment.

Thanks, I’m looking into what we can do about this.

I think I’m one of the unlucky 25% who had this force rolled to them.
I like the new scale and move tools, but I BLEEPing HATE the new rotate tool. I NEED the rotation indicating orbs back, It’s freaking terrible trying to edit animations and models without them!

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Could you please explain your grievances in more detail? What about the new rotate tool makes it work worse for you?

I believe @LegendLoGamer prefers the orbs.
image

Rather than the draggable circles.
image

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I want to know why though. My understanding is that the orbs were primarily used for judging how far you had rotated, a role which the angle indicators that I added to the new rotate UI are meant to fill now.

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Yeah, the angle indicators can indicate the angle while rotating, but they only show relative to where it was when you started rotating, not relative to the actual axes, making it very difficult to find the part’s rotation relative to other parts, meaning that Animations become much more difficult, especially with custom rigs like I normally do.
I also have no idea why the draggers even needed to be changed in the first place.

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I do also prefer the orb handles because the click detection was larger and easier to click. Something about the new lua draggers is a bit too fine, that I often click the wrong model and start dragging it around somewhere.

Can you confirm the hitboxes of the Lua handles are similar in size to the C++ variants? I don’t know if it’s me that’s missing handles all the time or is it that Lua has smaller hitboxes on the handles.

EDIT: nvm. I experimented with a friend who still has the C++ enabled and I can see the Lua draggers scale differently compared to C++ when you zoom in and out while having a model selected. I guess I have to get used to this new behavior.

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