So when you work with 999 shapes, regular practice that you have - is just need to a little bit adjust height of it, and it not always comfortable to run acros settings tab (become it become huge when you have 999 shape in list, and other milion of settings that you need to scroll over to reach height setting that you need each time) - so i want to suggest add ability to hover over your shape, press button (for example H) and by using mouse wheel ragulate height value
For example H + wheel = Increase/Decrease height
I mostly mention Height of shape, because i think it is main important value of shape, similar to already existed shorcuts for Rotation (R), Scaling (S), Translation (T)
(H) looks like nice extension to those guys
same may be done for Distance value on (D) keybind, because current one (S) just increase size, without impacting of distance
if someone curious why i need 999 separate shapes - my map have cities, i need to do flat places for placement of towns, building etc - for good quality - i need each time to adjust height of shape - it is not funny, eheh
And leaning into making this more manageable, a nice feature would be being able to adjust the parameters of multiple shapes at once. The GUI does need to communicate which parameters are already homogeneous, and which differ from shape to shape (like the radius for example).
1 device is nice and comfortable
999999 of them is bad practice
This is a rare and extreme case.
how you define that? you have statistic of all user cases?
general idea of Shape node is to work with a big amount of shapes - as proof of that trend - developer did add grouping in latest update (as i remember)
so i dont think that my request to build 100 cities is rare or something like that
You are the first person I have ever heard of using 999 shapes in a single shape node. I am not judging or even saying it is a bad thing, but I would qualify it as a rarity (I am not sure I would wish managing 999 shapes in any form (Single or multiple devices) on my worst enemy). I am curious if you plan to place everything within those 999 flat spaces by hand, because that would be a nightmare. This is a scenario that makes me wonder if procedural generation/placement within your target tool after the main world is created in World Machine would make more sense? (Choose the location, then flatten it and generate/place structures procedurally).
I read this and immediately thought, “What if Bethesda decided to place everything in Elder Scrolls II: Daggerfall by hand?”, haha.
That said, the feature would not be a bad addition. I am not sure any justification beyond, “It makes it nicer to work with” is really needed.