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New WME version v1.39

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Hey Guys and Girls!

New version live in Prod.

* Changes that are made in sandbox no longer show in the save counter after logging in.
* RTC - New defaults are set on blank closures based on your feedback
* Long words in UR's disappear/break - Fixed
* URLS in wme are now converted to clickable links
* Choosing category for a place from suggestions is not possible - Fixed
* Fixed layout issues for Safari 10
* Hovering over PUR's - Fixed a UI issue
* Moving place entry points resulted in saving error - Fixed
* New UI for turns with "Difficult Turns" set - Difficult turns now have striped arrows.
* Shift-z and Red turns bugs - Fixed
* New place entry points UI's, base for Multiple Entry Points feature. you can now add an entry point from the left panel. New polygons are created with no entry point.
Once you create a new venue, go to left panel and find the button to add a new entry point.

Thanks!

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Post by Inactive user -1649923503-
I hope we can get more direct communication from staff about the updates for the entry/exit point feature. This is not intuitive for newer editors and has caused lots of confusion. The end features from what I am reading are great concepts but without a clear road map it would be beneficial for some more communications from staff.
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Post by bwawsc
Incomplete features rolled out live to production without explanation or announcement to the general editing community is really a poor practice. Beta is for testing new features until they are ready for prime time. Beta people expect weird behavior. Beta people have been given some explanation of what is going on. What the WME editor community saw today looked like a bug with a broken UI on top. Not cool.
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Post by crazycaveman
There have been several complaints I've heard about the entry/exit/stop point being too small and easy to miss (and I agree). Can we get the point to be more noticeable (larger)?
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Post by CreekOfJohn
Is the goal to allow some places to have no entry points, or will at least one be required in the future?
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Post by dBsooner
I agree with those that have already stated it. The stop points UI should have waited. There hasn't been any discussion sent down from the champs with regards to how these work and should be used. The last we heard about multiple stop points was from those that attended meet ups. They only gave us brief information as they were told to keep most information given secret for now.

It's bad to launch a new feature to the masses with no explanation of what the feature does and how to correctly use it. That being said, if we can start using it now, what do we do with it? A start would be what the ultimate goal of the new UI is.
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Post by DMZamora
What about the old stop points? They seem to have vanished, at least on INTL server.
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Post by DMZamora
vince1612 wrote:
DMZamora wrote:What about the old stop points? They seem to have vanished, at least on INTL server.
It's as explained above. They remain set in the center of the polygon by default and routing works accordingly. Nothing changed apart from the fact that they're not visible as they used to be.
They only "vanished" for your eyes, but they remain where they always were and still work exactly like before. Using "Add point" to make it visible is not required, except if you need to move the stop point to a specific location which is not the default one.
I think I wasn't clear. I was referring to the old stop points that were modified to other than default center positions, sorry. However, just noticed that these are shown, so no issues with that :)
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Post by karlcr9911
Agreed, the stop points UI should not have been moved to production already. It needs to stay in beta until it's completed and ready after being tested fully by the beta community. Showing the editing community half-completed features is not a morale booster...it's quite the opposite.
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Post by kumiankka
Hello All!

This is partial cross-post of another message I posted earlier today in another thread. As recommended by a moderator and in order to keep discussion in this official thread, I'll repeat some of my opinions here.

Generally speaking this new UI for entry/exit points is ok. I like the concept of multiple stop points and I look forward to see it in action. True, it feels a bit cumbersome to use as it has so many not-yet-implemented features, but it gets the job done for the most part (but not every time!) People are capable of getting accustomed to new features without explicit guidance. Developer's responsibility is to design and implement a feature in a such way that it won't backfire, in this case, in the hands of level 2+ editor.

However, what I don't like in this release and what I think should be rolled back or repaired, is reduced maximum distance of the entry/exit point. Earlier it was possible to drag the marker somewhere what to me looked like almost 1000 m away from the polygon of the place. Now this distance looks like 500-ish meters or so. It's way too short and I have already run into issues with it as I cannot edit details of an adventure park that has over 600 meters walk from the nearest legal parking place. If I drop the entry/exit point anywhere within these new limits, Waze will guide unsuspecting tourists to streets where parking is prohibited. Entry/exit point’s maximum distance needs to be returned to its earlier value.
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Post by kumiankka
MapSir wrote:* New UI for turns with "Difficult Turns" set - Difficult turns now have striped arrows.
This is good idea, but the stripes could be a bit more visible. Currently they are really hard to see.
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