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  1. #11
    Personally, I would like to see a better implementation of the character portraits panel anyway. Since most people play on 16:9 monitors (or multiple displays side by side) these days, the chat window should be fully adjustable and movable and the character portrait panel should have a switch for horizontal or vertical mode. This way, we could line up the portraits next to the chat window and put them closer to the center of our view, while also allowing us to maximize the map in more of a square shape for ease of viewing without cutting off important parts of the UI.

  2. #12
    LordEntrails's Avatar
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    Quote Originally Posted by SylvanSnake View Post
    Personally, I would like to see a better implementation of the character portraits panel anyway. Since most people play on 16:9 monitors (or multiple displays side by side) these days, the chat window should be fully adjustable and movable and the character portrait panel should have a switch for horizontal or vertical mode. This way, we could line up the portraits next to the chat window and put them closer to the center of our view, while also allowing us to maximize the map in more of a square shape for ease of viewing without cutting off important parts of the UI.
    This thread is in the Laboratory forum. It's really only applicable when an upcoming version is in the public test build channel. Your suggestion would best be placed on the Feature Request list and then probably a referenced discussion thread started in the commons.

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  3. #13
    Quote Originally Posted by LordEntrails View Post
    This thread is in the Laboratory forum. It's really only applicable when an upcoming version is in the public test build channel. Your suggestion would best be placed on the Feature Request list and then probably a referenced discussion thread started in the commons.
    I'm aware of that. I only mentioned it here, because it's related to the original post of this thread and the subsequent comments regarding screen space management. I will probably add it to the feature request list later. I wanted to offer my ideas in the context of an ongoing discussion, instead of simply adding it to a list of suggestions with no supporting context.
    Last edited by SylvanSnake; May 28th, 2024 at 06:55.

  4. #14
    Vass_Dts's Avatar
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    Quote Originally Posted by SylvanSnake View Post
    Personally, I would like to see a better implementation of the character portraits panel anyway. Since most people play on 16:9 monitors (or multiple displays side by side) these days, the chat window should be fully adjustable and movable and the character portrait panel should have a switch for horizontal or vertical mode. This way, we could line up the portraits next to the chat window and put them closer to the center of our view, while also allowing us to maximize the map in more of a square shape for ease of viewing without cutting off important parts of the UI.
    The chatbox is already fully adjustable and movable BTW. An option for vertical portraits does sound cool.

  5. #15
    Quote Originally Posted by Vass_Dts View Post
    The chatbox is already fully adjustable and movable BTW. An option for vertical portraits does sound cool.
    Really? I can't move my chatbox at all. It automatically scales with the size of my FGU window and can't be changed.

  6. #16
    To adjust it's size you would need to unlock it by right clicking on the frame and choosing 'Unlock Position'. This will make it able to be adjusted like any other window.
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  7. #17
    Quote Originally Posted by superteddy57 View Post
    To adjust it's size you would need to unlock it by right clicking on the frame and choosing 'Unlock Position'. This will make it able to be adjusted like any other window.
    I never knew that. Probably because it doesn't function like the other UI elements where you hover over them to make the padlock appear. Some uniformity would be nice.

  8. #18
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    Quote Originally Posted by SylvanSnake View Post
    I never knew that. Probably because it doesn't function like the other UI elements where you hover over them to make the padlock appear. Some uniformity would be nice.
    It's initially locked in place and the extra steps are deliberate because the chatbox is vital for making rolls and needs to be on top of other windows for that reason. Making it like any other window would mean it could disappear under other windows.
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  9. #19
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    Quote Originally Posted by SylvanSnake View Post
    I never knew that. Probably because it doesn't function like the other UI elements where you hover over them to make the padlock appear. Some uniformity would be nice.
    The chatbox is a desktop panel in terms of the FG architecture, which is essentially an embedded sub-window within the overall descktop window. These don't work exactly the same as normal windows and are usually "locked", but can be moved (and some resized) when unlocked. For example, the modifier stack, the desktop dice, the tower (if shown) can all be unlocked and moved.

    Some info on desktop panels can be found in the Wiki here: https://fantasygroundsunity.atlassia...96645521/panel
    Last edited by Trenloe; May 28th, 2024 at 14:25.
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