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Tooltips from component classes #327
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| Original file line number | Diff line number | Diff line change | ||||
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@@ -13,7 +13,8 @@ class DirectionalLight(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'LIGHT_SUN', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'A light that emits parallel light in a specific direction, like the sun', | ||||||
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| 'tooltip': 'A light that emits parallel light in a specific direction, like the sun', | |
| 'tooltip': 'Emit parallel light in a specific direction, like the sun', |
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I'm really torn on this clause, "like the sun", because I think of that as object in space emitting light in all directions. I realize THIS is comparing to what the sun feels like on Earth though. What about adding a bit more?
'Emit parallel light in a specific direction, like how the sun's rays appear on Earth'
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@@ -15,7 +15,8 @@ class Link(HubsComponent): | |||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'LINKED', | ||||||
| 'deps': ['networked'], | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Create an interactable hyperlink' | ||||||
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| 'tooltip': 'Create an interactable hyperlink' | |
| 'tooltip': 'Display a preview of a website or Hubs asset that can be interacted with (behavior depends on the type of link). This can be combined with other components to override the auto-generated preview' |
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'Display a preview of interactive website or Hubs asset. If combined with other components, overrides auto-generated preview.'
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@@ -66,7 +66,8 @@ class MorphAudioFeedback(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT], | ||||||
| 'icon': 'MOD_SMOOTH', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Control a shapekey for an avatar based on mic volume' | ||||||
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| 'tooltip': 'Control a shapekey for an avatar based on mic volume' | |
| 'tooltip': 'Use the user's transmitted audio to animate a shape key on the avatar' |
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'User transmitted audio animates an avatar shape key'
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Since an avatar can have many shape keys and this only modifies one, I'd suggest:
"Use the user's transmitted audio to animate a shape key of the avatar"
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Blender notes said to avoid the word "Use" (and enable, active, and is) because they could be confused with Boolean operators.
I say, "pah"! Let's go with use. I think it fits in this case. :)
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@@ -18,7 +18,8 @@ class ParticleEmitter(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'PARTICLES', | ||||||
| 'version': (1, 1, 0) | ||||||
| 'version': (1, 1, 0), | ||||||
| 'tooltip': 'Emit particles from this object' | ||||||
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| 'tooltip': 'Emit particles from this object' | |
| 'tooltip': 'Send forth a continuous stream of 2D billboarded images. This can be used to approximate things like fire, rain, smoke, and other effects' |
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I agree with not using "emit" and points for choosing "send forth". Thesaurus.com tells me that 'beam' might be better. I don't like "beam" with "stream" though. Emanate? too fancy. Back to 'send forth'.
'Send forth continuous stream of 2D billboarded images to approximate fire, rain, smoke, and other effects'
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@@ -14,7 +14,8 @@ class PDF(HubsComponent): | |||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'deps': ['networked'], | ||||||
| 'icon': 'FILE_IMAGE', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Load a PDF from a URL and show it in the scene.' | ||||||
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| 'tooltip': 'Load a PDF from a URL and show it in the scene.' | |
| 'tooltip': 'Display a PDF from a URL' |
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@@ -654,7 +654,8 @@ class ReflectionProbe(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT], | ||||||
| 'icon': 'MATERIAL', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'A reflection probe is a type of light probe that captures the environment around it and uses that information to create reflections on objects in the scene', | ||||||
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| 'tooltip': 'A reflection probe is a type of light probe that captures the environment around it and uses that information to create reflections on objects in the scene', | |
| 'tooltip': 'Define a specific area to apply the lighting and reflections from a spherical High Dynamic Range (HDR) image and allow baking the surrounding environment into a spherical HDR', |
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Understanding this is above my pay grade but here goes:
'Define a lighting area via a spherical High Dynamic Range (HDR) image. Realistic reflections can then be baked into surrounding environment'
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This isn't quite right. The first sentence is okay (though it feels a bit weird not to be mentioning reflections directly). But for the second sentence, it's actually the other way around; the environment is baked into an image to use in the reflection probe, and the probe just facilitates baking this image.
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Ah, I see. I'm happy going with your suggested wording @Exairnous . :)
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@@ -11,7 +11,8 @@ class ScaleAudioFeedback(HubsComponent): | |||||||||
| 'node_type': NodeType.NODE, | ||||||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||||||
| 'icon': 'GRAPH', | ||||||||||
| 'version': (1, 0, 0) | ||||||||||
| 'version': (1, 0, 0), | ||||||||||
| 'tooltip': 'Control the scale of an object or bone based on mic volume' | ||||||||||
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| 'tooltip': 'Control the scale of an object or bone based on mic volume' | |
| 'tooltip': 'Use the user's transmitted audio to animate the scale of an object or bone in the avatar' |
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'Control the scale of how much user transmitted audio animates an object or bone.' I feel like this one needs a greater or lesser comment/explanation added like "Larger numbers cause greater movement" or something like that.
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This component is almost identical to the Morph Audio Feedback component (which is why I phrased it similarly), except it scales the bone between two values instead of morphing a shape key between two values. I'm not against adding in an additional comment, but if we do, I'd add it to the Morph Audio Feedback tooltip as well.
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Revised wording that @Heather-Elizabeth-Dodds and I came up with:
| 'tooltip': 'Control the scale of an object or bone based on mic volume' | |
| 'tooltip': 'Use the user's transmitted audio to animate the scale of an object or bone in the avatar. Larger numbers cause more movement' |
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@@ -77,7 +77,8 @@ class ScenePreviewCamera(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT], | ||||||
| 'icon': 'CAMERA_DATA', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Define a camera for rendering a preview of the scene' | ||||||
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| 'tooltip': 'Define a camera for rendering a preview of the scene' | |
| 'tooltip': 'Define an empty as the lobby camera in Hubs. Also allows rendering a preview of the scene' |
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@@ -11,7 +11,8 @@ class Shadow(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT], | ||||||
| 'icon': 'MOD_MASK', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Make this object cast dynamic shadows' | ||||||
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| 'tooltip': 'Make this object cast dynamic shadows' | |
| 'tooltip': 'Control whether this object casts or receives dynamic shadows' |
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@@ -11,7 +11,8 @@ class SimpleWater(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'MOD_FLUIDSIM', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Add an animated water surface to your scene' | ||||||
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| 'tooltip': 'Add an animated water surface to your scene' | |
| 'tooltip': 'Display an animated water surface in your scene' |
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'Display an animated water surface in scene'
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@@ -11,7 +11,8 @@ class Skybox(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'MAT_SPHERE_SKY', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Creates a procedural sky' | ||||||
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Suggested change
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| } | ||||||
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| azimuth: FloatProperty(name="Time of Day", | ||||||
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@@ -13,7 +13,8 @@ class Spawner(HubsComponent): | |||||||||
| 'node_type': NodeType.NODE, | ||||||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||||||
| 'icon': 'MOD_PARTICLE_INSTANCE', | ||||||||||
| 'version': (1, 0, 0) | ||||||||||
| 'version': (1, 0, 0), | ||||||||||
| 'tooltip': 'Spawn objects (glb) loaded from a URL by dragging' | ||||||||||
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Suggested change
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I never loved the word spawn for this. (eyeroll) How about generates? 'Drawing from an existing URL, generate an object (glb) that can optionally be duplicated'
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Can we add "by dragging on it" to the end? As it is, it doesn't inform the user how the object is duplicated, so to me, it sounds like I'd duplicate a copy by hovering over it, pressing spacebar, and cloning it (which doesn't work).
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Revised wording that @Heather-Elizabeth-Dodds and I came up with:
Suggested change
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| } | ||||||||||
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| src: StringProperty( | ||||||||||
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@@ -14,7 +14,8 @@ class SpotLight(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'LIGHT_SPOT', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Add a spot light' | ||||||
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Suggested change
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| } | ||||||
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| color: FloatVectorProperty(name="Color", | ||||||
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@@ -15,7 +15,8 @@ class Text(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'FONT_DATA', | ||||||
| 'version': (1, 1, 0) | ||||||
| 'version': (1, 1, 0), | ||||||
| 'tooltip': 'Show customizable text in 3D space' | ||||||
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Suggested change
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| } | ||||||
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| value: StringProperty( | ||||||
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@@ -11,7 +11,8 @@ class UVScroll(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT], | ||||||
| 'icon': 'TEXTURE_DATA', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Scroll the UVs of a material, generating an infinite scrolling effect' | ||||||
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Suggested change
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| } | ||||||
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| speed: FloatVectorProperty(name="Speed", | ||||||
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@@ -16,7 +16,8 @@ class Video(HubsComponent): | |||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'deps': ['networked', 'audio-params'], | ||||||
| 'icon': 'FILE_MOVIE', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Play a video from a URL' | ||||||
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Suggested change
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| } | ||||||
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| src: StringProperty( | ||||||
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@@ -12,7 +12,8 @@ class VideoTextureSource(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'VIEW_CAMERA', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'A component that uses a video like a texture' | ||||||
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Suggested change
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| } | ||||||
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| resolution: IntVectorProperty(name="Resolution", | ||||||
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@@ -12,7 +12,8 @@ class Visible(HubsComponent): | |||||
| 'node_type': NodeType.NODE, | ||||||
| 'panel_type': [PanelType.OBJECT, PanelType.BONE], | ||||||
| 'icon': 'HIDE_OFF', | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': 'Hide this object from the camera' | ||||||
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Suggested change
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I also don't know the details of this. Is "force" a necessary word for this? Blender's instructions are confusing. They say you should always describe the positive state.
I'm going to suggest NO CHANGES to the suggested change for now.
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It's arguable whether "force" is necessary, but since you can use it to show the bounds of things like audio zones which are normally invisible (while most other things in Hubs are defaulted to visible) I went with saying you're forcing the state. As to Blender's instructions, most of the time I'd agree with them, but in this case I feel this better describes things because the component contains the toggle and so this isn't describing the toggle directly (I could be wrong though). |
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| visible: BoolProperty(name="Visible", default=True) | ||||||
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@@ -16,7 +16,8 @@ class Waypoint(HubsComponent): | |||||
| 'gizmo': 'waypoint', | ||||||
| 'icon': 'spawn-point.png', | ||||||
| 'deps': ['networked'], | ||||||
| 'version': (1, 0, 0) | ||||||
| 'version': (1, 0, 0), | ||||||
| 'tooltip': "Add a waypoint to teleport to, can also be a spawn point" | ||||||
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Suggested change
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I really like this tooltip. I think it will help. |
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| canBeSpawnPoint: BoolProperty( | ||||||
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