I agree with some of these suggestions and have some of my own, mostly
The properties popup should stay up until it is dismissed (needs apply and ok buttons),
The properties popup should open on entity creation,
Global X/Y/Z needs to be visible when object is selected,
The ability to duplicate an object easily.
The ability to enter co-ord values into a window to move things with precision,
Ability to lock xyz and resize overall by a number factor instead of doing width separate from height and length.
The ability to add a name of some kind (even if its not unique) to every entity,
The ability to see a list of all entities on ones own domain, this list might include the objects name, ID and location, grouped by owner/creator. (The beginnings of a domain inventory system).
Objects should be able to be deleted from the list, by domain admins
Creator (owner) tagged to every entity created (the beginnings of a permission system),
DropDown indicators that trigger for errors such as, out of bounds, no permissions, cant find texture etc.
And if I could afford some other hardware I would comment about that.
will update this list if I think of anything else.
@chris I like the long list, its all just there, no confusion nothing hidden. As soon as you start putting things into categories and trying to make it easier for people, it goes the other way sometimes as people dont find things in places they expect to find them and it actually gets harder until we learn to play this piano.
At this early stage I suggest keeping the long list with scrolling overflow until it gets too big and we have a better idea of how we want this properties window to appear. The fact that we have a properties window is a huge advantage over what we have had. More energy needs to be put into improved handling of the models position and size.
Although this thinking does not extend to the model library, that will get stupid long before much later and be to big to troll thru, that will need broad categories (terrain, vegetation, vehicles, buildings, animals, humanoid, etc. eventually)
I think its a very good idea to keep things as generic as possible, fully featured and polished but without the colored lights and fancy packaging, move away from the game feel and into the professional utility feel.
This will give more time now to developing the core, and more space later for people to develop “Apps” , this is an open source project and people will soon be developing their own style interface and add-ons to the existing interface, so “content management” and “what I see” may become more flexible as users mod this stuff themselves and start creating specific packages for specific uses.
(that will be 2 cents thank you)