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Door QoL Feature Suggestion: Variable Wall Thickness and Transparent Grabber.

I'd like to see the options to select the thickness of a door, matched up to the variant wall thicknesses from Thin to Extra Large. Additionally, those grabber points at the end of the door are rather big, and difficult to position and get right on the first go when trying to be accurate. I'd propose making the white circle in the center of the grabber tool transparent, to give a better idea where the end of the door is.
I don't see the point in making the door thicker, all you'd be doing is make the separation between one room and another larger, which you can do with two doors, but I don't see the reason for doing so. If you can't see through it, the thickness doesn't matter. I actually don't know if Dynamic Lighting wall thickness matters, I thought it was just a visual help for the DM to target said walls. If it has a visual impact then it makes sense that the doors should have the same properties.
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Edited 1685125515
Siz said: I don't see the point in making the door thicker, all you'd be doing is make the separation between one room and another larger, which you can do with two doors, but I don't see the reason for doing so. If you can't see through it, the thickness doesn't matter. I actually don't know if Dynamic Lighting wall thickness matters, I thought it was just a visual help for the DM to target said walls. If it has a visual impact then it makes sense that the doors should have the same properties. Actually in my case, I want to make the doors thinner to match the thin walls I use. As you figured, wall thickness has an actual affect on what players see. The thinner the wall you use, the more details are available for the player to see things such as doors, windows, or even knowing what kind of wall you are using (say you want an impression of cobblestone versus wood versus cave, etc.) But the door is only a constant thickness, and would either make a bulge in a thinner wall, or the inverse on a thicker wall. This I can begrudgingly accept for normal doors, but secret doors make it hard, as it can spoil the presence of a secret door for perceptive players unless all walls use the normal thickness. So, thickness does matter, especially if the wall is between two rooms. My next post has an example.
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Edited 1685124767
For example, you can see doors make a bulge in the wall in the first pic, which is "fine". It irks me, but it is tolerable. But in the second pic, one of the walls is atypically thin, hinting at a secret door. And there is not much I can do to hide it any better.
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Edited 1685126047
As a final example, all areas covered by lines' width are hidden. You can see the thickness in brightness across the yellow lines where the character sees one side of the wall as brighter. So the thicker doors do conceal more than the thinner walls.
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Edited 1685225219
I see, thanks for the explanation! This is an issue, yeah. The door thickness should take after one of the walls it's connected to, making it an issue if you mix wall thicknesses instead. Anyway, I grew annoyed at how easily characters can see in through windows from the outside (something you can't easily do IRL unless the inside light is brighter than outside or you're standing directly outside a window and shielding it from light) so I typically opt for the one-way transparancy wall, and that can be used as a makeshift door as well if you either hope the players don't accidentally go through your hidden door. Having a separate wall and deleting it of course works if they open it (in RP) and go through, but Roll20 has really failed if you have to go into your Dynamic Lighting layer to make your own well-hidden secret doors...
Siz said: I see, thanks for the explanation! This is an issue, yeah. The door thickness should take after one of the walls it's connected to, making it an issue if you mix wall thicknesses instead. Anyway, I grew annoyed at how easily characters can see in through windows from the outside (something you can't easily do IRL unless the inside light is brighter than outside or you're standing directly outside a window and shielding it from light) so I typically opt for the one-way transparancy wall, and that can be used as a makeshift door as well if you either hope the players don't accidentally go through your hidden door. Having a separate wall and deleting it of course works if they open it (in RP) and go through, but Roll20 has really failed if you have to go into your Dynamic Lighting layer to make your own well-hidden secret doors... Honestly, letting the door auto-snap to walls (maybe with a sticky-pull away to detach if you move the mouse enough), with the wall auto adapting to the wall's thickness sounds like an amazing idea. Though I don't know coding, but that sounds very hard to code. I think just having modularity in door thickness should be more than enough. Heading away from topic: As for your window thing, that's an interesting problem. Would be interesting to see a version of the wall, where you could set a max view distance in one direction. On the subject of light annoyances, I hate that dim light stacks together to create bright light. So you can't just, place a bunch of dim light sources to say an area is dim, because the overlapping points become bright light.
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