UILists do not save their height anymore #40325

Closed
opened 2014-05-23 00:22:54 +02:00 by ratty redemption · 21 comments
- Operating System, Graphics card ---

cpu: intel core i3 2350 2.3 ghz
ram: 4 gb
gfx: intel hd graphics 3000
os: windows 7 home premium sp 1

- Blender version with error, and version that worked ---

error found in: 90db85a win64.
was working in: 211f08d win64.

- Short description of error ---

new properties material slots ui issues.

- Steps for others to reproduce the error (preferably based on attached .blend file) ---

[apparently happens with all blend files including new startup.blend's and factory defaults]

i have two main issues with the latest material slots functionality.

1. after previously saving a blend file, blender does not remember how far down i had dragged (expanded) the slot list. currently after loading it resets to only showing 1 material slot.

in comparison, the texture slots list does remember it's last number of visible slots, as i would expect both of them to do.

this is very frustrating to keep expanding the material list, so i really hope this is a bug and not a design choice?

2. when changing the number of slots, can we please have the same cursor pointer as the one used for vertically scaling the blender windows?

i personally think it is inconsistent to have two different pointers, and i find it very distracting that the new one turns black even when just hovering over the bottom of the list.

if you really want to keep the new one, please give us the option of using the original white one in preferences.

i'm aware the above issues of mine might not seem at all important to some people, but they are very off putting for me, to the extent i'm going back to the older version i have before these changes were implemented.

- Operating System, Graphics card --- cpu: intel core i3 2350 2.3 ghz ram: 4 gb gfx: intel hd graphics 3000 os: windows 7 home premium sp 1 - Blender version with error, and version that worked --- error found in: 90db85a win64. was working in: 211f08d win64. - Short description of error --- new properties material slots ui issues. - Steps for others to reproduce the error (preferably based on attached .blend file) --- [apparently happens with all blend files including new startup.blend's and factory defaults] i have two main issues with the latest material slots functionality. **1.** after previously saving a blend file, blender does not remember how far down i had dragged (expanded) the slot list. currently after loading it resets to only showing 1 material slot. in comparison, the texture slots list does remember it's last number of visible slots, as i would expect both of them to do. this is very frustrating to keep expanding the material list, so i really hope this is a bug and not a design choice? **2.** when changing the number of slots, can we please have the same cursor pointer as the one used for vertically scaling the blender windows? i personally think it is inconsistent to have two different pointers, and i find it very distracting that the new one turns black even when just hovering over the bottom of the list. if you really want to keep the new one, please give us the option of using the original white one in preferences. i'm aware the above issues of mine might not seem at all important to some people, but they are very off putting for me, to the extent i'm going back to the older version i have before these changes were implemented.

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @rattyredemption

Added subscriber: @rattyredemption
Bastien Montagne changed title from new properties material slots ui issues. to UILists do not save their height anymore 2014-05-23 08:25:16 +02:00
Bastien Montagne self-assigned this 2014-05-23 08:25:16 +02:00

Can confirm the UIList size issue (affects all lists, btw, not only matslots one).

I do not understand point 2), though, afaik it’s the same cursor, precisely? Have a screen capture showing two different cursors?

Can confirm the UIList size issue (affects all lists, btw, not only matslots one). I do not understand point 2), though, afaik it’s the same cursor, precisely? Have a screen capture showing two different cursors?

This issue was referenced by 01f5845778

This issue was referenced by 01f5845778dd75c67b523d4f0d74a87f95492626

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Closed by commit 01f5845778.

Closed by commit 01f5845778.

thanks very much mont for fixing my first issue.

the cursor pointer in older versions of blender from a month or so ago stayed white when hovering over any ui element afaik, but in the win64 build i tested yesterday it becomes a negative (black) version of the vertical resizing pointer.

i would take a screen capture but i'm not aware of any windows apps that capture still images of the pointers, do you know of any?

thanks very much mont for fixing my first issue. the cursor pointer in older versions of blender from a month or so ago stayed white when hovering over any ui element afaik, but in the win64 build i tested yesterday it becomes a negative (black) version of the vertical resizing pointer. i would take a screen capture but i'm not aware of any windows apps that capture still images of the pointers, do you know of any?

Nah, cursor is now the same as when e.g. overing a window border, when you are above the 'resize' area of an UIList (or mat/tex preview, or scopes in Image editor, etc.).

This is by design, no bug at all here. Note resize cursor is defined by Blender (while I’d guess basic 'arrow' one is defined by OS).

Nah, cursor is now the same as when e.g. overing a window border, when you are above the 'resize' area of an UIList (or mat/tex preview, or scopes in Image editor, etc.). This is by design, no bug at all here. Note resize cursor is defined by Blender (while I’d guess basic 'arrow' one is defined by OS).

Added subscriber: @kevindietrich

Added subscriber: @kevindietrich

Here's two different cursor (colors): cursor.png

Here's two different cursor (colors): ![cursor.png](https://archive.blender.org/developer/F90431/cursor.png)

With the same version of Blender? strange, I get black ones everywhere… :/

Will check how borders set their cursor.

With the same version of Blender? strange, I get black ones everywhere… :/ Will check how borders set their cursor.

This issue was referenced by d3a94941ef

This issue was referenced by d3a94941effd7bffd16569795484e9415a3db764

Found the glitch, all resize cursors should use the same icon now! Thanks for the report. :)

Found the glitch, all resize cursors should use the same icon now! Thanks for the report. :)

so the inconsistency was a bug as i suspected. thanks to kevin for confirming that.

but are you guys saying all the resize icons are going to be black from now on? ...why can't they be white? ...or at least let the user choose if we want to use negative color ones?

so the inconsistency was a bug as i suspected. thanks to kevin for confirming that. but are you guys saying all the resize icons are going to be black from now on? ...why can't they be white? ...or at least let the user choose if we want to use negative color ones?

It’s the other way around - uilists & co are now using same cursor as window resize (which is assumed to be system one, at least here it is - and it is black with small white outline :P ).

PS: that kind of stuff is no bug (does not break Blender in any ways), just minor UI glitch.

It’s the other way around - uilists & co are now using same cursor as window resize (which is assumed to be system one, at least here it is - and it is black with small white outline :P ). PS: that kind of stuff is no bug (does not break Blender in any ways), just minor UI glitch.

mont, i do understand this is no longer considered a bug,

**edit:**oh, you're making a distinction between "bug" and "glitch" i get it now.

but i normally use win 7 schemes that override the default system pointers, so my windows resize are white with black outlines.

however, i just tested blender again using the win 7 default pointers (no pointer scheme enabled) and that vertical pointer is not the same as the win 7 vertical resize, the blender one is shorter and wider.

are you sure it's not using an icon that one of the devs has added to blender?

mont, i do understand this is no longer considered a bug, **edit:**oh, you're making a distinction between "bug" and "glitch" i get it now. but i normally use win 7 schemes that override the default system pointers, so my windows resize are white with black outlines. however, i just tested blender again using the win 7 default pointers (no pointer scheme enabled) and that vertical pointer is not the same as the win 7 vertical resize, the blender one is shorter and wider. are you sure it's not using an icon that one of the devs has added to blender?

hi mont, i've just tested the 90449f9 win64 build from today and the good news is the ui lists are now saving their heights,

previously i got a little confused with the texture list, as i thought i had altered it before saving, but apparently i didn't test that in the recent version of blender, just the material list.

the bad news is if your fix was meant to be included in this build for the resizing icons all being the same, they are sill different.

some are using my win7 scheme icons, which i can confirm change if i tweak the scheme or choose another one, but the short wide black vertical arrows used on the ui list are definitely not using any of the win7 icons i can find,

unless blender is resizing the default non scheme icons, which are also black, and if so why would it need to resize them?

so the inconsistency is still there.

edit: i can also confirm the short wide black vertical arrows are used in the scopes.

hi mont, i've just tested the 90449f9 win64 build from today and the good news is the ui lists are now saving their heights, previously i got a little confused with the texture list, as i thought i had altered it before saving, but apparently i didn't test that in the recent version of blender, just the material list. the bad news is if your fix was meant to be included in this build for the resizing icons all being the same, they are sill different. some are using my win7 scheme icons, which i can confirm change if i tweak the scheme or choose another one, but the short wide black vertical arrows used on the ui list are definitely not using any of the win7 icons i can find, unless blender is resizing the default non scheme icons, which are also black, and if so why would it need to resize them? so the inconsistency is still there. **edit:** i can also confirm the short wide black vertical arrows are used in the scopes.

Added subscriber: @mont29

Added subscriber: @mont29

@rattyredemption: the two fixes were made separately. The version from the buildbot that you are using is based on a revision located (in time) between the commits @mont29 made. Please try again tomorrow ;).

Also, I can confirm that the icons are consistent now. (I actually rebuilt blender minutes after the second fix).

@rattyredemption: the two fixes were made separately. The version from the buildbot that you are using is based on a revision located (in time) between the commits @mont29 made. Please try again tomorrow ;). Also, I can confirm that the icons are consistent now. (I actually rebuilt blender minutes after the second fix).

thanks kevin for letting me know, i'll try tomorrows build.

thanks kevin for letting me know, i'll try tomorrows build.

@mont29 @kevindietrich i just tested the latest win64 build and am very happy to report the pointer icons are both consistent, and using my win7 scheme icons, and not the ugly (i know that is subjective) short wide black arrows.

thanks very much guys for fixing this.

@mont29 @kevindietrich i just tested the latest win64 build and am very happy to report the pointer icons are both consistent, and using my win7 scheme icons, and not the ugly (i know that is subjective) short wide black arrows. thanks very much guys for fixing this.
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Reference: blender/blender#40325
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