[Request]: UI Improvement: open the self category by default.
Problem
The new UI is good, but not perfect at all.
At the first moment after injecting and pressing Insert, no category is open by default. Meaning you have to click a category by default.
Another issue is the camera movable while being in the "category selection".
Preview: https://imgur.com/a/Lc8PXD6
Solution
- First menu opening should open the first category, so right now it's Self.
- Camera should not be movable in category selection.
- For QoL improvement, bluring or putting less opacity between YimMenu background and actual game might be a plus.
Reason
QoL and/or user-friendly. Will prevent many subreddits questions or github issues asking how to use the menu.
Additional context
*I am not english and translation may suck. Sorry guys. 👍🏼
set full screen without borders
set full screen without borders @Just1k13
I am already on theses settings, I use my two screens at 100% 👍🏼 This is not a bug or an issue, it's a common request.
Yes, I also noticed it, this needs to be done. Also two another things I would like to see is
- Vertical alignment of buttons.
- Changing x-y positions of tabs button.
What do you think?
Yes, vertical alignment setting could be a good one too. For X/Y positions of categorys icons, why not after all.
I'll probably add to this request the option to stick the category icons/buttons to the main movable menu. Because right now only the menu itself can be movable but not the category icons/buttons.
Problem
The new UI is good, but not perfect at all. At the first moment after injecting and pressing
Insert, no category is open by default. Meaning you have to click a category by default. Another issue is the camera movable while being in the "category selection".Preview: https://imgur.com/a/Lc8PXD6
Solution
- First menu opening should open the first category, so right now it's Self.
- Camera should not be movable in category selection.
- For QoL improvement, bluring or putting less opacity between YimMenu background and actual game might be a plus.
Reason
QoL and/or user-friendly. Will prevent many subreddits questions or github issues asking how to use the menu.
Additional context
*I am not english and translation may suck. Sorry guys. 👍🏼
By design, the camera was supposed to be movable and your character, fully playable with the navigation menu opened up top and the menu hidden, which would make the nav clickable to show/hide the menu itself and disable controls only when the menu tab was selected and active but this changed slightly due to the way the menu opens now (the original menu open and close was implemented in UIManager instead of GUI where it was supposed to exist which @maybegreat48 pointed out as an issue)
As for QoL improvement you mentioned, im sure you didnt know that when the menu is actively on the screen, you can drag it and resize it to your liking by clicking and holding the mouse near the subnav. While this only works with the menu and not the navigation, its great for seeing outfits and vehicle mods or putting the menu itself where you like it most on your screen.
Example:
We have been talking about various edits, changes and additions to the UI (such as vertical alignment and allowing the nav to be moved around) to further improve it so now is honestly the time to lend your feedback.
Edit: Commit https://github.com/YimMenu/YimMenuV2/commit/68bbf17ff475f3139c9dae39b9f1fd4123eb79ca fixed the tabs not opening by default
set full screen without borders
If you drag the menu to the top left of the screen, you can click/drag at the bottom right and increase the size of the menu to your liking. It will also overlay the navbar but the full screen options would be a good idea to use, preferably with the old UI style though since it is all in one panel. What do you think?
By design, the camera was supposed to be movable and your character, fully playable with the navigation menu opened up top and the menu hidden, which would make the nav clickable to show/hide the menu itself and disable controls only when the menu tab was selected and active but this changed slightly due to the way the menu opens now (the original menu open and close was implemented in UIManager instead of GUI where it was supposed to exist which @maybegreat48 pointed out as an issue)
Hm, im sorry but even with translator I almost not understand everything on this part.
As for QoL improvement you mentioned, im sure you didnt know that when the menu is actively on the screen, you can drag it and resize it to your liking by clicking and holding the mouse near the subnav. While this only works with the menu and not the navigation, its great for seeing outfits and vehicle mods or putting the menu itself where you like it most on your screen.
Sorry to disappoint you, I knew. I'm quite used to using this kind of interface, whether it's GTA or other games.
We have been talking about various edits, changes and additions to the UI (such as vertical alignment and allowing the nav to be moved around) to further improve it so now is honestly the time to lend your feedback.
The best I could imagine is making the navbar sticky to the submenu instead of sticky on same x/y screen coordinates or whatever its called. And a setting to put navbar from horizontal to vertical. But that could be for my other issue #423.
#503 Should take care of most of the discrepancies related to the new UI.
Commit https://github.com/YimMenu/YimMenuV2/commit/68bbf17ff475f3139c9dae39b9f1fd4123eb79ca fixed the Self tab not opening by default on the New (Modern) UI
Think that about wraps this issue topic up for now @maybegreat48