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Opt In to the New Toolbar and Layers Redesign

Shard said: With all due respect, not even sure of the point of this change. Does the initiative order stay up for players if you have to switch maps mid-fight (as we have repeatedly asked for)? No. Is there an easy and convenient way to drop your whole party's worth of tokens from map to map without having to copy/paste them every time? No. The only major addition I see is the selection of spell "Effects" animations (sorry but never gonna use them). Buttons get stuck "on". The map names crowd over the avatar names at the bottom. The zoom is not as easy to adjust, requiring us now to have to click the + or - signs. You can't move the maps around with R-click, requiring us to L-click and potentially inadvertently select something on the map. It took me all of 2 minutes to revert back to the old UI. Nice try but still needs work. Hmm... strange, I can move the map with the right mouse button as before and the zoom, you can right click on it to get the slider back and it works as before. See picture below. And, I have a large screen and do not have the problem with map names, but on a smaller screen I understand that this would be an issue.
1685736134
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The right-click pan is disabled when using the pan tool. Probably because it is seen as superfluous.
I don't particularly like the images that are being used to distinguish between the layers. On a laptop, with the small screen, it's hard to tell the difference between the images. I like the original images - they were far more easily distinguished. If you're going to use these images, might I suggest different colors for each, like maybe Red for the GM layer, Blue for the lighting layer, etc.?
1685736588
Gauss
Forum Champion
keithcurtis said: The right-click pan is disabled when using the pan tool. Probably because it is seen as superfluous. Confirmed, even in the old UI right-click pan was disabled when using the pan tool the behavior has not changed. 
1685736690
Gauss
Forum Champion
Saul J. said: I don't particularly like the images that are being used to distinguish between the layers. On a laptop, with the small screen, it's hard to tell the difference between the images. I like the original images - they were far more easily distinguished. If you're going to use these images, might I suggest different colors for each, like maybe Red for the GM layer, Blue for the lighting layer, etc.? Just making sure, are you seeing the colors? Currently they are color coded (although not the ones you suggested).  Token layer is green, GM layer is light blue, Light (DL) layer is yellow, and Map layer is pink.
Saul J. said: I don't particularly like the images that are being used to distinguish between the layers. On a laptop, with the small screen, it's hard to tell the difference between the images. I like the original images - they were far more easily distinguished. If you're going to use these images, might I suggest different colors for each, like maybe Red for the GM layer, Blue for the lighting layer, etc.? And if you do not want to click, you can use Shortcuts to switch between layers... At least this is what I am going to do as long as the buttons remain at the bottom of the sidebar...
In the old UI, once you set hidden GM rolls, it stuck with you until you toggled it off. In this new UI, you have to toggle it every single time you re-open the dice roller.
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Edited 1685767370
As a player, I can't seem to make objects partially transparent the way I could  with the old UI: I can add the alpha value, but it disappears when I press enter and the outline or fill stays at 100% opaque.  Not a show-stopper, but disappointing because I'd just discovered this a couple weeks ago.
1685767712
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
That is disappointing. There were a lot of good uses for that. I hope it's an oversight, since you can still set the alpha value elsewhere, such as on auras.
Have you filled out the feedback form for this? If it was in the OLD UI I hope it gets implemented to the new one as well... And the release yesterday proofs they are listening to our feedback and are quick in fixing things that does not work or not as intended... Rev.Hippie said: As a player, I can't seem to make objects partially transparent the way I could  with the old UI: I can add the alpha value, but it disappears when I press enter and the outline or fill stays at 100% opaque.  Not a show-stopper, but disappointing because I'd just discovered this a couple weeks ago.
Here is a picture of the toolbar with the layer set to the map layer. Note that the icon has not changed color. The only place there is color is during the selection which is not where I need it since there are words there to say which is which. But, the current selection that's displayed in the toolbar has no color. I often forget, especially in the middle of a battle, which layer I'm on, especially when I'm switching back and forth between the token layer and the GM layer, so I need/want the color to be there so I can distinguish between layers at a glance. With the old toolbar, the images were distinct enough I could do that. On the new toolbar, they are not. I can tell the map layer from the others but that's it. As for the colors, I don't care what colors are used. I just need/want either the images to be distinct enough to recognize at a glance or colored so I can recognize them at a glance. The way it is now is too confusing to me. Remember, I'm on a laptop. Maybe on a huge screen it's a different situation but I don't have a huge screen. Also, my eyesight isn't as good as it was <mumble> years ago. :-) Gauss said: Saul J. said: I don't particularly like the images that are being used to distinguish between the layers. On a laptop, with the small screen, it's hard to tell the difference between the images. I like the original images - they were far more easily distinguished. If you're going to use these images, might I suggest different colors for each, like maybe Red for the GM layer, Blue for the lighting layer, etc.? Just making sure, are you seeing the colors? Currently they are color coded (although not the ones you suggested).  Token layer is green, GM layer is light blue, Light (DL) layer is yellow, and Map layer is pink.
Saul J. said: Here is a picture of the toolbar with the layer set to the map layer. Note that the icon has not changed color. The only place there is color is during the selection which is not where I need it since there are words there to say which is which. But, the current selection that's displayed in the toolbar has no color. I often forget, especially in the middle of a battle, which layer I'm on, especially when I'm switching back and forth between the token layer and the GM layer, so I need/want the color to be there so I can distinguish between layers at a glance. With the old toolbar, the images were distinct enough I could do that. On the new toolbar, they are not. I can tell the map layer from the others but that's it. As for the colors, I don't care what colors are used. I just need/want either the images to be distinct enough to recognize at a glance or colored so I can recognize them at a glance. The way it is now is too confusing to me. Remember, I'm on a laptop. Maybe on a huge screen it's a different situation but I don't have a huge screen. Also, my eyesight isn't as good as it was <mumble> years ago. :-) It must be a screen size issue, this is what I see on a 42" Oled
Well, then, it needs to be fixed. :-) Zapflod said: Saul J. said: Here is a picture of the toolbar with the layer set to the map layer. Note that the icon has not changed color. The only place there is color is during the selection which is not where I need it since there are words there to say which is which. But, the current selection that's displayed in the toolbar has no color. I often forget, especially in the middle of a battle, which layer I'm on, especially when I'm switching back and forth between the token layer and the GM layer, so I need/want the color to be there so I can distinguish between layers at a glance. With the old toolbar, the images were distinct enough I could do that. On the new toolbar, they are not. I can tell the map layer from the others but that's it. As for the colors, I don't care what colors are used. I just need/want either the images to be distinct enough to recognize at a glance or colored so I can recognize them at a glance. The way it is now is too confusing to me. Remember, I'm on a laptop. Maybe on a huge screen it's a different situation but I don't have a huge screen. Also, my eyesight isn't as good as it was <mumble> years ago. :-) It must be a screen size issue, this is what I see on a 42" Oled
Unfortunately until I get a scroll bar added so I can get to the layer section, the new Toolbar is unusable for me. Also, why is it stuck in dark mode?
There's a lot of dead space between the dice roller icon and the layer icons. Is there some way to stretch this space for smaller screens?
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I did some resizing of my browser and the&nbsp; layers are folded into 1 icon when the height of the vtt within the browser window becomes less than 1026. A number that is quite close to the 1080 screen height of a Full HD screen. To make&nbsp; that part of the screen higher, you can: - fake it: Ctrl - in the browser to zoom out and fake the height of the screen. - F11 in the browser to make it full screen. If you look at the toolbar, the icons look small compared to the white space. Let's open up the Developer toolbar and see what happens: The &lt;div id="master-toolbar"&gt; has 16 pixels of top padding and 12 pixels of bottom padding.&nbsp; Pleasing to the eye, but should be removed when the window is not high enough. I think that roll20 should change the css, but you can do this yourself with a browser extension (see <a href="https://app.roll20.net/forum/permalink/9784281/" rel="nofollow">https://app.roll20.net/forum/permalink/9784281/</a>)
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Edited 1685815701
sorry image uploading gave me issues, so here is another message: I think that the icons look small compared to the width of the toolbar and the amount of space between the icons.&nbsp; With some CSS wizardry these icons can be scaled depending on the height available to the vtt. The width of the toolbar is determined by &lt;div id="master-toolbar"&gt; as 56 pixels and can be brought down to 44pixels before the select box gets cropped.&nbsp; Somebody wrote that the transparancy of the toolbar hinders readability: set the&nbsp; background of the same div to&nbsp; to rgba(0, 0, 0, 1) and the toolbar is opaque
I just received an email from Roll20 touting the new toolbar. The picture that is in the email doesn't look like what I see in game. I think that Roll20 has not accounted for screen size or screen resolution properly. THIS IS A MAJOR FAIL as far as I'm concerned.
What is your screen size and resolution if i may ask?
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Edited 1685822773
Gauss
Forum Champion
Saul J. said: Here is a picture of the toolbar with the layer set to the map layer. Note that the icon has not changed color. The only place there is color is during the selection which is not where I need it since there are words there to say which is which. But, the current selection that's displayed in the toolbar has no color. I often forget, especially in the middle of a battle, which layer I'm on, especially when I'm switching back and forth between the token layer and the GM layer, so I need/want the color to be there so I can distinguish between layers at a glance. With the old toolbar, the images were distinct enough I could do that. On the new toolbar, they are not. I can tell the map layer from the others but that's it. As for the colors, I don't care what colors are used. I just need/want either the images to be distinct enough to recognize at a glance or colored so I can recognize them at a glance. The way it is now is too confusing to me. Remember, I'm on a laptop. Maybe on a huge screen it's a different situation but I don't have a huge screen. Also, my eyesight isn't as good as it was &lt;mumble&gt; years ago. :-) I see the problem, your layers are combined and the color is not being represented on the combined icon.&nbsp; What is your screen size and resolution?&nbsp; Are you using browser zoom?&nbsp;
Really like this new look. Cleaner, and adding references to keyboard shortcuts is nice for people who haven't gotten into those yet. There's only one change that irks me, and it's the way Preview As Player toggles. In the old UI, simply clicking off the token that I was CMD-L'ing would take me out of that token's sight, and put me back into my normal DM god mode view. Unless I'm missing something, in the new UI, clicking off the token doesn't take me out of the token's sight. I need to have that token selected and hit CMD-L once again to toggle it off. That's a slowdown that I don't want to have to deal with as a DM, particularly since the moments where I'm checking a player's sight are often the fastest-moving ones.
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Edited 1685827056
Gauss
Forum Champion
Craig M. said: Really like this new look. Cleaner, and adding references to keyboard shortcuts is nice for people who haven't gotten into those yet. There's only one change that irks me, and it's the way Preview As Player toggles. In the old UI, simply clicking off the token that I was CMD-L'ing would take me out of that token's sight, and put me back into my normal DM god mode view. Unless I'm missing something, in the new UI, clicking off the token doesn't take me out of the token's sight. I need to have that token selected and hit CMD-L once again to toggle it off. That's a slowdown that I don't want to have to deal with as a DM, particularly since the moments where I'm checking a player's sight are often the fastest-moving ones. Hi Craig,&nbsp; I can speak to one of the reasons that it might be like that. I was in one of the groups where there was discussion provided to the Devs that retaining Ctrl+L is very valuable when setting things up, observing when a creature (or other thing) enters that character's line of sight, and other uses. Note: My post is not an official response or anything, just some insight as to why the change might have been made. I am certain the Devs will take your feedback into account, but it may be a difficult decision as there are pros and cons for both methods.
Huh. Got it. I can see how there's utility there... although I don't use Ctrl-L in that way. Maybe ESC or something could cancel out of the Ctrl-L view? Just trying to find a way to reduce keystrokes where possible.
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Edited 1685831670
There is a lot of dead space in some of the submenus for the tools. Not a big deal and something I'm sure would be fixed as this is polished up, but figured I'd mention it. Already sent feedback on it.
from <a href="https://app.roll20.net/forum/post/11486503/release-notes-june-2nd-2023" rel="nofollow">https://app.roll20.net/forum/post/11486503/release-notes-june-2nd-2023</a>: &nbsp;&nbsp;&nbsp;&nbsp; Now when you are in the "Preview as Token" mode, you can hit ESC on your keyboard and exit out of the mode. Craig M. said: Huh. Got it. I can see how there's utility there... although I don't use Ctrl-L in that way. Maybe ESC or something could cancel out of the Ctrl-L view? Just trying to find a way to reduce keystrokes where possible.
1685840384
Munky
Roll20 Production Team
Marketplace Creator
Compendium Curator
Heya! Ok, so I put this in the feedback form, I posted it on the DTRPG/Roll20 creator discord, and I am putting it in here too.&nbsp; Most of the new UI update is amazing! Thank you for that, and thank you Devs for your tremendous and ongoing work to make this VTT better all around! There is a lot to like about it, but there is also some parts I think could be improved upon - but that is always the way it will be, and you will almost never make everyone &nbsp;happy.&nbsp; That said, there was an update a few months back that made the Dynamic Lighting lines color selector AWESOME. It had a selector, you could enter in the #code you could change the hue, and the saturation and darkness all from the selector like a graph color selector similar to any image editor, and this was SUCH a good move, and it made me so so so so so so happy inside. I was hoping that this would be added to other portions of the VTT where other color selectors were, especially in the lighting tool for the torch light - as that is a very important section that needs good color selection. Unfortunately the new UI update changed the selector tool to just have a list of a few pre-designed colors and I am hoping that the Devs can make the change to give us the version I am asking for back, and even integrate it to anywhere else that color is selected in the VTT especially the torch light aura part where if you select a color that is too bright it makes the lighting tool blinding .&nbsp; I have attached a picture below that shows the new color selector on the left and the old one on the right.&nbsp; I really really really want the style that is on the right. It may be something a lot of others overlook, but as a creator who tries to make all my little bits and pieces in my Add-ons as awesome as can be - this style of color selection really lets me fine tune things like my torch light aura and colors they give off. I hope this is something that others can get behind, and that this change can be made as it would make it better!&nbsp; Give me all of the colors!!!
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Edited 1685841807
vÍnce
Pro
Sheet Author
Form has been submitted, but it seems like there are a lot of voices here, so; - Agreed:&nbsp; full Color palette please. - Agreed:&nbsp; Fog fly-out should be reduced. - Please make the Draw tool settings persistent.&nbsp; It sucks to have to choose a color, fill, and border if I change tools.&nbsp; Choose it once per session and only change them if needed.
It's a 16" MacBook Pro. I'm not quite sure what the resolution is since it's set to "Default pre-set" which is given as "Apple XDR display p3-1600 nits". Whatever that means. :D&nbsp; There are websites that say the resolution is 3456x2234.or 250 PPI if that describes it better. There aren't many choices for the settings.&nbsp; Gauss said: Saul J. said: Here is a picture of the toolbar with the layer set to the map layer. Note that the icon has not changed color. The only place there is color is during the selection which is not where I need it since there are words there to say which is which. But, the current selection that's displayed in the toolbar has no color. I often forget, especially in the middle of a battle, which layer I'm on, especially when I'm switching back and forth between the token layer and the GM layer, so I need/want the color to be there so I can distinguish between layers at a glance. With the old toolbar, the images were distinct enough I could do that. On the new toolbar, they are not. I can tell the map layer from the others but that's it. As for the colors, I don't care what colors are used. I just need/want either the images to be distinct enough to recognize at a glance or colored so I can recognize them at a glance. The way it is now is too confusing to me. Remember, I'm on a laptop. Maybe on a huge screen it's a different situation but I don't have a huge screen. Also, my eyesight isn't as good as it was &lt;mumble&gt; years ago. :-) I see the problem, your layers are combined and the color is not being represented on the combined icon.&nbsp; What is your screen size and resolution?&nbsp; Are you using browser zoom?&nbsp;
I think the developers should bring out a mac book and do some testing/tweaking with different 'resolutions' <a href="https://osxdaily.com/2014/04/14/change-retina-macbook-screen-resolution-more-space/" rel="nofollow">https://osxdaily.com/2014/04/14/change-retina-macbook-screen-resolution-more-space/</a> .&nbsp; Mac books have very high resolution screens, but pose to applications as much smaller. Especially when users choose for 'larger text'. Saul J. said: It's a 16" MacBook Pro. I'm not quite sure what the resolution is since it's set to "Default pre-set" which is given as "Apple XDR display p3-1600 nits". Whatever that means. :D&nbsp; There are websites that say the resolution is 3456x2234.or 250 PPI if that describes it better.
Martijn S. said: I think the developers should bring out a mac book and do some testing/tweaking with different 'resolutions' <a href="https://osxdaily.com/2014/04/14/change-retina-macbook-screen-resolution-more-space/" rel="nofollow">https://osxdaily.com/2014/04/14/change-retina-macbook-screen-resolution-more-space/</a> .&nbsp; Mac books have very high resolution screens, but pose to applications as much smaller. Especially when users choose for 'larger text'. Saul J. said: It's a 16" MacBook Pro. I'm not quite sure what the resolution is since it's set to "Default pre-set" which is given as "Apple XDR display p3-1600 nits". Whatever that means. :D&nbsp; There are websites that say the resolution is 3456x2234.or 250 PPI if that describes it better. Yes, I'm on a MacBook Pro 14" but have it connected to a larger screen so I had not noticed the issue that @Saul J. has
I did some playing around and investigating. I haven't tried changing my resolution yet (I generally will stick with the "default" which is where I am now). But, what I've discovered is that the "default" is actually 1728x1117 for all practical purposes. I don't know where the websites I looked at yesterday got those numbers but this is the "official" specs by Apple. My other choices appear to be go for larger text, or more space. The "more space" option is 2056x1329. Going toward larger text the options are: 1496x967, 1312x848, and 1168x755. But, yeah, it'd be nice if the developers actually designed things to work with different resolutions. They appear to design things to look good on their machines, and assuming that everyone has the same display resolution. I've been retired from computer programming for a while now, but I understand there are "media queries" that can be done in CSS to determine the size of the screen and display things correctly based on the responses. Either the developers are not using these media queries, or they've got some kind of bug in there that is causing the CSS to assume that my screen is a different size than what it actually is. As I said earlier in this discussion:&nbsp; this needs to be fixed.
As a player: the new sidebar is waaaaaay too big and needs clickthrough.&nbsp; I play with an expanded chat window because we're an all text group.&nbsp; If I have to have a much bigger sidebar taking up screen real estate on my left, I need to at least be able to click on tokens, map squares etc. that are under the bottom left side of said sidebar.&nbsp; Either that or stop making it cover everything.
1685896088
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Jonathan G said: There is a lot of dead space in some of the submenus for the tools. Not a big deal and something I'm sure would be fixed as this is polished up, but figured I'd mention it. Already sent feedback on it. Odd. That space is taken up by the keyboard shortcuts, but they are not displaying in your screenshot. I think the fog tool shares its width definition with the DL tools (one tool becomes the other).
I gave the new UI a try for a few days but I'm switching back to the original today: Creation of Dynamic lighting barriers is too cumbersome due to the color selections having to be re-selected every time and the odd and inconsistent behavior of the mouse right-click. The new menu takes up too much screen real estate. I had no issues with the old screen menu other than the times (now resolved) where it would stay in front of character sheets and other menus.&nbsp; Sometimes forgetting which layer I'm on is a user error, not a UI problem. :) I might give it a try again if the first item gets fixed, but reducing the amount of playable space is something I will have a hard time getting used to. There's a lot for a GM to keep track of on the screen. Losing 15mm of screen space (on a 24" monitor) doesn't sound like much but it is to me.
1685908627
Gauss
Forum Champion
Loren said: As a player: the new sidebar is waaaaaay too big and needs clickthrough.&nbsp; I play with an expanded chat window because we're an all text group.&nbsp; If I have to have a much bigger sidebar taking up screen real estate on my left, I need to at least be able to click on tokens, map squares etc. that are under the bottom left side of said sidebar.&nbsp; Either that or stop making it cover everything. Could you supply a screenshot of the problem? I am not sure what you mean by "it cover everything".&nbsp;
The old menu is still in front of character sheets etc. It was changed back then but that seemed to have been reverted... As for Character sheets or PDFs this is rather annoying... but oh well... don't think this will ever change again... Rick A. said: I gave the new UI a try for a few days but I'm switching back to the original today: Creation of Dynamic lighting barriers is too cumbersome due to the color selections having to be re-selected every time and the odd and inconsistent behavior of the mouse right-click. The new menu takes up too much screen real estate. I had no issues with the old screen menu other than the times (now resolved) where it would stay in front of character sheets and other menus.&nbsp; Sometimes forgetting which layer I'm on is a user error, not a UI problem. :) I might give it a try again if the first item gets fixed, but reducing the amount of playable space is something I will have a hard time getting used to. There's a lot for a GM to keep track of on the screen. Losing 15mm of screen space (on a 24" monitor) doesn't sound like much but it is to me.
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Maybe that the new bar - although "transparent" - is in front of everything... being it maps, Handouts, Character Sheets etc... Gauss said: Loren said: As a player: the new sidebar is waaaaaay too big and needs clickthrough.&nbsp; I play with an expanded chat window because we're an all text group.&nbsp; If I have to have a much bigger sidebar taking up screen real estate on my left, I need to at least be able to click on tokens, map squares etc. that are under the bottom left side of said sidebar.&nbsp; Either that or stop making it cover everything. Could you supply a screenshot of the problem? I am not sure what you mean by "it cover everything".&nbsp;
1685909951
Gauss
Forum Champion
TheMarkus1204 said: Maybe that the new bar - although "transparent" - is in front of everything... being it maps, Handouts, Character Sheets etc... Gauss said: Loren said: As a player: the new sidebar is waaaaaay too big and needs clickthrough.&nbsp; I play with an expanded chat window because we're an all text group.&nbsp; If I have to have a much bigger sidebar taking up screen real estate on my left, I need to at least be able to click on tokens, map squares etc. that are under the bottom left side of said sidebar.&nbsp; Either that or stop making it cover everything. Could you supply a screenshot of the problem? I am not sure what you mean by "it cover everything".&nbsp; Ahhh I see what you mean, I was expecting it to be bounded but instead it is just a transparent bar on top of things.&nbsp;
Well there you go! Thanks, Martijn. Martijn S. said: from <a href="https://app.roll20.net/forum/post/11486503/release-notes-june-2nd-2023" rel="nofollow">https://app.roll20.net/forum/post/11486503/release-notes-june-2nd-2023</a>: &nbsp;&nbsp;&nbsp;&nbsp; Now when you are in the "Preview as Token" mode, you can hit ESC on your keyboard and exit out of the mode. Craig M. said: Huh. Got it. I can see how there's utility there... although I don't use Ctrl-L in that way. Maybe ESC or something could cancel out of the Ctrl-L view? Just trying to find a way to reduce keystrokes where possible.
I tried the new UI out, but everything is moving so incredibly slow its completely unusable. I'm talking a 5+ second delay between when i click and drag, try to pay, use the slider bar, or click just about anything!&nbsp; I checked my speed test and i'm getting the following speeds, so it is not my connection:
1685914498
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Basil Stag Hare said: I tried the new UI out, but everything is moving so incredibly slow its completely unusable. I'm talking a 5+ second delay between when i click and drag, try to pay, use the slider bar, or click just about anything!&nbsp; I checked my speed test and i'm getting the following speeds, so it is not my connection: That much lag is not normal or typical. Have you tried some of the standby checks: Running in a private browsing window (Making sure you do not have an extension conflict?) Running in a different browser. (Making sure a non supported browser is not used or a browser conflict is not the cause)&nbsp; If possible, checking if the lag occurs on a different machine. Checking if you have hardware acceleration turned on? Checking if you have WebGL turned on?
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vÍnce
Pro
Sheet Author
keithcurtis said: Jonathan G said: There is a lot of dead space in some of the submenus for the tools. Not a big deal and something I'm sure would be fixed as this is polished up, but figured I'd mention it. Already sent feedback on it. Odd. That space is taken up by the keyboard shortcuts, but they are not displaying in your screenshot. I think the fog tool shares its width definition with the DL tools (one tool becomes the other). I see keyboard shortcuts on other fly-out menus, but nothing on Fog.&nbsp; windows here&nbsp;
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REALLY strange, I too se NO shortcuts there when using Private Browsing: ALSO strange, while in Private Browsing, for each shortcut I have to hit CTRL with the corresponding letter: When browsing normally, the shortcut for Token Layer ist just 'o', for map layer it is 'm' and so on... EDIT: I figured it out. Shortcuts are indeed missing for fog of war etc. if "Use advanced Keyboard shortcuts" is NOT selected! If it IS selected, shortcuts are displayed normally! And as for the "CTRL+": With "use advanced keyboard shortcuts" enabled, CTRL is not needed as it is just the press of the corresponding letter to trigger the option... But there is still a ton of free space that could be removed! vÍnce said: keithcurtis said: Jonathan G said: There is a lot of dead space in some of the submenus for the tools. Not a big deal and something I'm sure would be fixed as this is polished up, but figured I'd mention it. Already sent feedback on it. Odd. That space is taken up by the keyboard shortcuts, but they are not displaying in your screenshot. I think the fog tool shares its width definition with the DL tools (one tool becomes the other). I see keyboard shortcuts on other fly-out menus, but nothing on Fog.&nbsp; windows here&nbsp;
I'm not seeing what you're seeing. It looks like there are other aspects that are broken on my Mac. I don't know if it's all a resolution thing, or there's more to it. But, I do have "Use advanced Keyboard shortcuts" on. But, in most cases, I'm not seeing the keyboard shortcuts displayed in the pop-ups. And, for the fog of war, I'm seeing the OLD format, not what you displayed: TheMarkus1204 said: REALLY strange, I too se NO shortcuts there when using Private Browsing: ALSO strange, while in Private Browsing, for each shortcut I have to hit CTRL with the corresponding letter: When browsing normally, the shortcut for Token Layer ist just 'o', for map layer it is 'm' and so on... EDIT: I figured it out. Shortcuts are indeed missing for fog of war etc. if "Use advanced Keyboard shortcuts" is NOT selected! If it IS selected, shortcuts are displayed normally! And as for the "CTRL+": With "use advanced keyboard shortcuts" enabled, CTRL is not needed as it is just the press of the corresponding letter to trigger the option... But there is still a ton of free space that could be removed! vÍnce said: keithcurtis said: Jonathan G said: There is a lot of dead space in some of the submenus for the tools. Not a big deal and something I'm sure would be fixed as this is polished up, but figured I'd mention it. Already sent feedback on it. Odd. That space is taken up by the keyboard shortcuts, but they are not displaying in your screenshot. I think the fog tool shares its width definition with the DL tools (one tool becomes the other). I see keyboard shortcuts on other fly-out menus, but nothing on Fog.&nbsp; windows here&nbsp;
1685976700
keithcurtis
Forum Champion
Marketplace Creator
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For those following the recent screenshots, some clarification: Those screenshots of the Darkness tool are showing two different instances. When Dynamic Lighting is active, you get the darkness submenu. Without that you see the Fog of War submenu. This is correct and to be expected. My suspicion is that the parent tool is using the same size submenu, regardless of what sub-tool is available. This might be for programming reasons, but it explains the extra space shown on the Fog of War sub-menu. The difference in which shortcuts are displayed is dependent on whether or not advanced shortcuts are active. Advanced shortcuts do not use a command/control key, standard ones do. They also do not map 1:1. Advanced shortcuts are more powerful and can do a lot of things standard ones can't. Fog of War does not have standard shortcuts for things like revealing and concealing.
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It must be a screen size issue, this is what I see on a 42" Oled The buttons apart from the MAP button are coloured?? I know I'm a bit color deficient, but these are literally just shades of grey, what even... There are different colors when a layer is chosen, but I think the idea floated here was to have them all with a differently colored icon or similar.