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Campbell Barton (campbellbarton) closed T57207: Scale Cage Tool Todo as Resolved.
Thu, Feb 21, 6:44 AM · BF Blender: 2.8, User Interface, Code Quest
Campbell Barton (campbellbarton) closed T57207: Scale Cage Tool Todo, a subtask of T56571: Tools: Per-tool Todo List , as Resolved.
Thu, Feb 21, 6:44 AM · BF Blender: 2.8, User Interface, Code Quest
Campbell Barton (campbellbarton) updated the task description for T55194: Shortcut Keys Changed in 2.8x.
Thu, Feb 21, 5:54 AM · User Interface, Code Quest, BF Blender: 2.8
Campbell Barton (campbellbarton) updated the task description for T55194: Shortcut Keys Changed in 2.8x.
Thu, Feb 21, 5:02 AM · User Interface, Code Quest, BF Blender: 2.8
Campbell Barton (campbellbarton) closed T54728: Keymap for setting start/end frame from animation/timeline editors, a subtask of T54963: Industry Compatible Keymap, as Resolved.
Thu, Feb 21, 4:56 AM · User Interface, BF Blender: 2.8, Code Quest
Campbell Barton (campbellbarton) closed T54728: Keymap for setting start/end frame from animation/timeline editors as Resolved.

Blender Alt normally means remove, since this shared a keymap with the dope-sheet - which is more of a full animation editor, prefer to keep these keys free for keyframe related operators. Set this to Ctrl-Home/End.

Thu, Feb 21, 4:56 AM · BF Blender: 2.8, User Interface, Code Quest

Yesterday

William Reynish (billreynish) added a comment to T54728: Keymap for setting start/end frame from animation/timeline editors.

@Campbell Barton (campbellbarton) @Pablo Vazquez (pablovazquez) et al:

Wed, Feb 20, 4:47 PM · BF Blender: 2.8, User Interface, Code Quest
Christopher Anderssarian (Christopher_Anderssarian) added a comment to T54728: Keymap for setting start/end frame from animation/timeline editors.

It's in the playback dropdown.

Wed, Feb 20, 1:00 PM · BF Blender: 2.8, User Interface, Code Quest
Eduardo Guerras (eguerras) added a comment to T54728: Keymap for setting start/end frame from animation/timeline editors.

Excuse me for such a simple question but, even when there is no keyboard shortcut any more to set the current frame as the start or end frame, there must be such option anywhere as an icon, context menu or something. Where is it in Blender 2.80?

Wed, Feb 20, 12:51 PM · BF Blender: 2.8, User Interface, Code Quest

Sat, Feb 16

Erick Tukuniata (erickblender) added a comment to T55194: Shortcut Keys Changed in 2.8x.

@Campbell Barton (campbellbarton) I m in love with the ctrl+tab in the graph editor-> dope sheet and vice versa. I don't know how long it had been like this. Thanks you very much :)

Sat, Feb 16, 11:57 PM · User Interface, Code Quest, BF Blender: 2.8

Thu, Feb 14

Lukas Ziechmann (bl_cat) added a comment to T55194: Shortcut Keys Changed in 2.8x.

the AccentGrave (') is not accessible on a german-keyboard-layout to be used as a shortcut.. it's hidden behind Shift+# and in the place were the AccentGrave sits on an US-Layout, the german-layout has a degree sign (°)

Thu, Feb 14, 6:04 PM · User Interface, Code Quest, BF Blender: 2.8
Campbell Barton (campbellbarton) added a comment to T55194: Shortcut Keys Changed in 2.8x.

@Vitaliy (Northsteel) not planned.

Thu, Feb 14, 2:17 PM · User Interface, Code Quest, BF Blender: 2.8
Campbell Barton (campbellbarton) added a comment to T55194: Shortcut Keys Changed in 2.8x.

@David (activemotionpictures) As noted in the changes: Ctrl-AccentGrave: Toggle manipulator.

Thu, Feb 14, 2:16 PM · User Interface, Code Quest, BF Blender: 2.8
David (activemotionpictures) added a comment to T55194: Shortcut Keys Changed in 2.8x.

Question: on 2.79 to use the pie menus for translate, rotate and scale, we used the CTRL+SPACEBAR...
Is the pie menu for manipulators going to be replaced by some other keyboard command?

Thu, Feb 14, 1:13 PM · User Interface, Code Quest, BF Blender: 2.8

Wed, Feb 13

Campbell Barton (campbellbarton) updated the task description for T55194: Shortcut Keys Changed in 2.8x.
Wed, Feb 13, 10:56 PM · User Interface, Code Quest, BF Blender: 2.8
Campbell Barton (campbellbarton) updated the task description for T55194: Shortcut Keys Changed in 2.8x.
Wed, Feb 13, 10:56 PM · User Interface, Code Quest, BF Blender: 2.8
Brecht Van Lommel (brecht) closed T55059: EEVEE UV not available until you go in and out of edit mode as Resolved.

Appears to work in latest builds.

Wed, Feb 13, 6:23 PM · BF Blender, Code Quest
Campbell Barton (campbellbarton) added a comment to T55162: Blender 2.8 Blender Keymap changes.

@Paul Kotelevets (1D_Inc) thanks, added as a paper-cut T61492

Wed, Feb 13, 2:18 AM · Code Quest

Tue, Feb 12

Paul Kotelevets (1D_Inc) added a comment to T55162: Blender 2.8 Blender Keymap changes.

There is some improvemet comcept for collections shortcuts.
Currently, 1234 buttons shows a collection, but sending objects requires name (M - Collection 1 for example)
That would be nice if moving to collection will also support their number.

Tue, Feb 12, 11:20 PM · Code Quest
-L0Lock- added a comment to T54943: Blender 2.8 Defaults.

Yes, in this particular case it's true that this option should not be removed, but in general, you could not be more wrong.

I just wanted to illustrate my words with some scenarios I had and I didn't want to make any further explanation, precisely because it's not my domain anyway and because I know there are plenty other people out there knowing way more than me and which could give more accurate and complete explanations. Like you did. Which is great! 👍

Tue, Feb 12, 12:19 AM · BF Blender: 2.8, User Interface, Code Quest

Mon, Feb 11

Mets 3D (Mets) added a comment to T54943: Blender 2.8 Defaults.

Good points from everyone, I didn't mean to derail the topic to removing buttons, afterall that's a completely different thing from changing defaults, which is the topic at hand. Either way I'm not too bothered by the random seed button's existence or its current default, just wanted to throw it out there for consideration! :P

Mon, Feb 11, 2:10 PM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) added a comment to T57234: Camera Gizmo Todo.

@Duarte Farrajota Ramos (duarteframos) Exactly right, that is the rationale.

Mon, Feb 11, 11:58 AM · BF Blender: 2.8, User Interface, Code Quest
Duarte Farrajota Ramos (duarteframos) added a comment to T57234: Camera Gizmo Todo.

Just though it could also integrate to the camera view gizmos, but your solution is indeed a lot more consistent.
It also turns the viewport text into something functional, instead of static text.

Mon, Feb 11, 11:42 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) added a comment to T57234: Camera Gizmo Todo.

@Duarte Farrajota Ramos (duarteframos): It's a nice idea, although almost completely unrelated to this design task. My original vision for this would be to not have a camera button here at all, but merge the camera selector with the active camera text on the top left of the viewport. This would also give you ability to switch cameras this way:

Mon, Feb 11, 11:36 AM · BF Blender: 2.8, User Interface, Code Quest
Duarte Farrajota Ramos (duarteframos) added a comment to T57234: Camera Gizmo Todo.

A popover menu to pick currently active camera would also be very welcome.
Something akin to what we can currently do from the Scene tab of the Properties Editor.
It is currently hard to quickly browse through all cameras views in a scene.

Mon, Feb 11, 11:03 AM · BF Blender: 2.8, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54943: Blender 2.8 Defaults.

@Mets 3D (Mets)
That option is very important. You probably don't posses enough experience with offline 3D rendering to be aware of all the use cases. When random seed is on, you will get noise variance between frames.

Mon, Feb 11, 10:21 AM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) added a comment to T57234: Camera Gizmo Todo.

Sure, that could be added here too

Mon, Feb 11, 8:03 AM · BF Blender: 2.8, User Interface, Code Quest
Campbell Barton (campbellbarton) added a comment to T57234: Camera Gizmo Todo.

See: https://devtalk.blender.org/t/lock-camera-to-view-it-was-torture-to-find-it/5473/6 - maybe we should have a way to toggle 'Lock to camera view'.

Mon, Feb 11, 5:26 AM · BF Blender: 2.8, User Interface, Code Quest

Sun, Feb 10

-L0Lock- added a comment to T54943: Blender 2.8 Defaults.

Never consider removing an option just because you don't use it. It's up to the user to learn about it and decide whether to use it or not. There are some technical scenarios where it could be mandatory, not to mention subjective preferences.

Sun, Feb 10, 10:54 PM · BF Blender: 2.8, User Interface, Code Quest
Mets 3D (Mets) added a comment to T54943: Blender 2.8 Defaults.


I think that Random Seed should be On by default, or even be completely removed and always be on because I think everyone who knows about it uses it anyways. Could be wrong ofc, I just can't think of a use case where you'd want it off.

Sun, Feb 10, 1:22 PM · BF Blender: 2.8, User Interface, Code Quest

Sun, Feb 3

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

@Marek Hollý (asil8567)
Hey, if you are looking for a keymap that is complete, but ergonomic (unlike plans for this one), then check this out: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406

(Sorry for spamming this task, but I couldn't find a way to contact Marek otherwise. Not possible to DM people here, apparently.)

Sun, Feb 3, 6:47 PM · User Interface, BF Blender: 2.8, Code Quest
William Reynish (billreynish) updated the task description for T57210: Create Object Tools Todo.
Sun, Feb 3, 4:07 PM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T57210: Create Object Tools Todo.
Sun, Feb 3, 4:05 PM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T57210: Create Object Tools Todo.
Sun, Feb 3, 4:04 PM · BF Blender: 2.8, User Interface, Code Quest
William Reynish (billreynish) updated the task description for T57210: Create Object Tools Todo.
Sun, Feb 3, 3:03 PM · BF Blender: 2.8, User Interface, Code Quest
Ludvik Koutny (rawalanche) added a comment to T54963: Industry Compatible Keymap.

@Marek Hollý (asil8567)
Hey, if you are looking for a keymap that is complete, but ergonomic (unlike plans for this one), then check this out: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406

Sun, Feb 3, 1:37 PM · User Interface, BF Blender: 2.8, Code Quest

Thu, Jan 31

William Reynish (billreynish) added a comment to T54943: Blender 2.8 Defaults.

Another default I think we should enable, is to make it so the default Timeline has the source list collapsed, so that you just see the Summary key by default.

Thu, Jan 31, 2:16 PM · BF Blender: 2.8, User Interface, Code Quest
Zukin (zuokre) added a comment to T54943: Blender 2.8 Defaults.

I got some useful advice from this post which will help me a lot in my project :)

Thu, Jan 31, 2:12 PM · BF Blender: 2.8, User Interface, Code Quest

Tue, Jan 29

Vitaliy (Northsteel) added a comment to T55194: Shortcut Keys Changed in 2.8x.

What about Alt + F11 that toggles Blender instance full-screen in Blender 2.79b? Will there be a replacement?

Tue, Jan 29, 6:36 PM · User Interface, Code Quest, BF Blender: 2.8

Thu, Jan 24

Brecht Van Lommel (brecht) merged T56621: Python: Selection, Hiding, and View Layers API into T56351: Python API (parent task).
Thu, Jan 24, 4:50 PM · Code Quest
William Reynish (billreynish) updated subscribers of T54963: Industry Compatible Keymap.

I’m still waiting on @Brecht Van Lommel (brecht) who is doing left click select fixes.

Thu, Jan 24, 3:43 PM · User Interface, BF Blender: 2.8, Code Quest
Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

This keyboard is mandatory for the new blender.
Your work on this is fantastic but this can't be without work on snapping too (so removing the 3d pointer). Please don't forget that

Thu, Jan 24, 3:32 PM · User Interface, BF Blender: 2.8, Code Quest

Tue, Jan 22

Paul Kotelevets (1D_Inc) added a comment to T55194: Shortcut Keys Changed in 2.8x.

Keymap - 3DView - 3DView (Global)
Operator = wm.context_toggle_enum
Context = space_data.shading.color_type
Value = OBJECT
Value = TEXTURE

Tue, Jan 22, 11:38 PM · User Interface, Code Quest, BF Blender: 2.8
William Reynish (billreynish) added a comment to T54862: Multi-Object Properties Editing.

That is seemingly not possible technically. The issue is that then Blender has to compare many many values to determine if they are the same or not, which is actually a slow operation. The design described in the task gets around this limitation.

Tue, Jan 22, 10:57 PM · Code Quest
PawelP (Zuorion) added a comment to T54862: Multi-Object Properties Editing.

What about how object properties values are displaye·d?

Tue, Jan 22, 9:29 PM · Code Quest

Jan 20 2019

Mets 3D (Mets) added a comment to T54943: Blender 2.8 Defaults.

Couple more things.

Jan 20 2019, 10:25 PM · BF Blender: 2.8, User Interface, Code Quest
Mets 3D (Mets) added a comment to T54943: Blender 2.8 Defaults.

Now that the precision of the grid has been increased, can we have the Clip Start distance in all the Workspaces be 0.01? https://developer.blender.org/rBb5bc2158a07140e5463e209839bcf36d2ce2cddc

+1 to my colleague here

Jan 20 2019, 8:59 PM · BF Blender: 2.8, User Interface, Code Quest
Paul Kotelevets (1D_Inc) added a comment to T55194: Shortcut Keys Changed in 2.8x.

It seems there is no ability to assign shortcut to shading.color_type, for quick switching to "textures" mode and back to "material" during UV unwrapping.
It is quite essential, because checker texture disguises geometry, so the only way to work with UV is quick switching to textured mode to preview and then back to shaded to provide selections and operations.

Jan 20 2019, 3:57 PM · User Interface, Code Quest, BF Blender: 2.8
Paul Kotelevets (1D_Inc) added a comment to T55194: Shortcut Keys Changed in 2.8x.

Thank you for keeping transform modal map for knife tool, it helps a lot!
Everything is working about pan on RMB)

Jan 20 2019, 2:31 PM · User Interface, Code Quest, BF Blender: 2.8
Fahad Hasan (cgvirus) added a comment to T55194: Shortcut Keys Changed in 2.8x.

Node Editor's Cut Link default Key Tweak+Right+Any conflicts with Lazy connect. If we give Lazy connect to use left mouse key then Blender freezes...

Jan 20 2019, 1:00 PM · User Interface, Code Quest, BF Blender: 2.8
Fahad Hasan (cgvirus) added a comment to T55194: Shortcut Keys Changed in 2.8x.

Hi folks,

Jan 20 2019, 12:10 PM · User Interface, Code Quest, BF Blender: 2.8
Paul Kotelevets (1D_Inc) added a comment to T55194: Shortcut Keys Changed in 2.8x.

Another issue with Pan view on right mouse setup - cancelling any kind of action with RMB causes immediate panning instead of just cancelling.
Looks like conflict with Transform modal map.

Jan 20 2019, 11:36 AM · User Interface, Code Quest, BF Blender: 2.8
Paul Kotelevets (1D_Inc) added a comment to T55194: Shortcut Keys Changed in 2.8x.

I need to remove Context menu on right click and replace it with Pan view while left click select option turned on.
How is it possible to do?

Jan 20 2019, 11:17 AM · User Interface, Code Quest, BF Blender: 2.8

Jan 19 2019

Julien Soler (Ping) added a comment to T54943: Blender 2.8 Defaults.

Now that the precision of the grid has been increased, can we have the Clip Start distance in all the Workspaces be 0.01? https://developer.blender.org/rBb5bc2158a07140e5463e209839bcf36d2ce2cddc

Jan 19 2019, 6:46 PM · BF Blender: 2.8, User Interface, Code Quest
Wo!262 (wo262) added a comment to T54943: Blender 2.8 Defaults.

Now that the precision of the grid has been increased, can we have the Clip Start distance in all the Workspaces be 0.01? https://developer.blender.org/rBb5bc2158a07140e5463e209839bcf36d2ce2cddc

Jan 19 2019, 6:13 PM · BF Blender: 2.8, User Interface, Code Quest

Jan 17 2019

Brecht Van Lommel (brecht) merged T60568: Mesh Analysis shading options don't work into T56349: 3D Viewport (parent task).
Jan 17 2019, 3:36 PM · Code Quest

Jan 15 2019

Kenn Nyström (Frozen_Death_Knight) added a comment to T54963: Industry Compatible Keymap.

@Cezary Szadejko (cez): It's still alive but still waiting for issues to be solved with left click described here: T57918. Now that left click is enabled by default, it's paramount that we tackle these remaining issues anyway, and that will also pave the way for keymaps such as this one.

Jan 15 2019, 10:01 AM · User Interface, BF Blender: 2.8, Code Quest
Campbell Barton (campbellbarton) updated the task description for T51366: Empty image improvements to replace background.
Jan 15 2019, 1:18 AM · Code Quest, BF Blender: 2.8, OpenGL / Gfx

Jan 14 2019

Noel Froger (NNois) added a comment to T54963: Industry Compatible Keymap.

This keyboard is mandatory for the new blender.
Your work on this is fantastic but this can't be without work on snapping too (so removing the 3d pointer). Please don't forget that

Jan 14 2019, 10:46 PM · User Interface, BF Blender: 2.8, Code Quest
yoann (softyoda) added a comment to T51366: Empty image improvements to replace background.

I don't know if it is a bug, or just a feature not yet implemented, but video playback on empty or importing as an image on plan does not work.
Should I report a bug?

Jan 14 2019, 9:32 PM · Code Quest, BF Blender: 2.8, OpenGL / Gfx
Brecht Van Lommel (brecht) updated the task description for T56349: 3D Viewport (parent task).
Jan 14 2019, 10:05 AM · Code Quest

Jan 9 2019

Brecht Van Lommel (brecht) updated the task description for T54180: Cycles Blender 2.8 tasks.
Jan 9 2019, 5:21 PM · Code Quest, BF Blender: 2.8, Cycles
Campbell Barton (campbellbarton) closed T55336: Sculpt Dyntopo undo crash, a subtask of T54941: After-Code Quest, as Resolved.
Jan 9 2019, 10:28 AM · Code Quest, BF Blender: 2.8

Jan 6 2019

Leroy (Leroy) added a comment to T54744: UI: Expand List of Editors.

really don't like this change, no more features, what's update in 2.8, more is split. split the 3d viewer, split the editor. this not means more features. combine is more useful, ex. less select from drop-down list. one editor do more things.

Jan 6 2019, 9:20 AM · User Interface, Code Quest

Jan 4 2019

William Reynish (billreynish) added a comment to T54963: Industry Compatible Keymap.

@Cezary Szadejko (cez): It's still alive but still waiting for issues to be solved with left click described here: T57918. Now that left click is enabled by default, it's paramount that we tackle these remaining issues anyway, and that will also pave the way for keymaps such as this one.

Jan 4 2019, 8:19 PM · User Interface, BF Blender: 2.8, Code Quest

Jan 3 2019

Brecht Van Lommel (brecht) merged T60117: Stereoscopic previews options still there, but no effect into T56349: 3D Viewport (parent task).
Jan 3 2019, 3:22 PM · Code Quest
Brecht Van Lommel (brecht) added a comment to T54943: Blender 2.8 Defaults.

@Roger B (rboxman), it was not intentional, fixed now.

Jan 3 2019, 1:04 PM · BF Blender: 2.8, User Interface, Code Quest
Roger B (rboxman) added a comment to T54943: Blender 2.8 Defaults.

It looks like some changes to the default startup.blend in recent builds has changed the Auto Perspective default to OFF -- is that by design?

Jan 3 2019, 11:30 AM · BF Blender: 2.8, User Interface, Code Quest

Jan 2 2019

Campbell Barton (campbellbarton) updated the task description for T54744: UI: Expand List of Editors.
Jan 2 2019, 11:34 AM · User Interface, Code Quest

Jan 1 2019

Cezary Szadejko (cez) added a comment to T54963: Industry Compatible Keymap.

This is great, is this ticket still alive? This is exactly the config I need, could we try it as is?

Jan 1 2019, 10:52 PM · User Interface, BF Blender: 2.8, Code Quest

Dec 22 2018

William Reynish (billreynish) added a comment to T54744: UI: Expand List of Editors.

Yes, that's exactly right. With the UV Editor separate, It makes it possible to add things like UV display or even editing while in Object Mode. It's one of the nice benefits.

Dec 22 2018, 4:36 PM · User Interface, Code Quest

Dec 21 2018

Sam Van Hulle (sam_vh) added a comment to T54744: UI: Expand List of Editors.

Display the UVs very clearly at all times for all 3D Viewport Modes when in the UV Editor

I totally agree with @Julien Kaspar (JulienKaspar) here. I've always found it super annoying that I had to go into edit mode just to see the UVs on a mesh. In object mode, it could even just display them, and only make them editable in edit mode - this would be very intuitive across Blender, and similar to the way Maya works as well, for example.

Dec 21 2018, 1:20 PM · User Interface, Code Quest

Dec 20 2018

Sergey Sharybin (sergey) closed T55287: XInitThreads perfomance issue as Resolved.

@Brecht Van Lommel (brecht), that wasn't a kernel/driver version. I've re-installed the entire OS and that did fix the slowness. Not sure what exactly solved the issue, but my guess is that some of the alternatives in ht driver libraries went wrong over the years of initial install.

Dec 20 2018, 3:01 PM · BF Blender, Code Quest
Brecht Van Lommel (brecht) added a comment to T55287: XInitThreads perfomance issue.

Is this still something we intend to fix?

Dec 20 2018, 2:26 PM · BF Blender, Code Quest
Brecht Van Lommel (brecht) closed T57001: Porting Official Addons to Blender 2.8 as Archived.

The main official addons were ported for the beta, the rest we can do over time or leave to the community.

Dec 20 2018, 2:23 PM · Code Quest, Addons
Brecht Van Lommel (brecht) lowered the priority of T57239: DerivedMesh remove/upgrade 2.8 for feature parity (parent task) from Normal to Confirmed, Low.
Dec 20 2018, 2:22 PM · Code Quest
Brecht Van Lommel (brecht) updated the task description for T57937: OpenSubdiv for subdivision and multires.
Dec 20 2018, 2:22 PM · Code Quest
Brecht Van Lommel (brecht) updated the task description for T55099: Collections (parent task).
Dec 20 2018, 2:21 PM · Code Quest
Brecht Van Lommel (brecht) updated the task description for T56349: 3D Viewport (parent task).
Dec 20 2018, 2:18 PM · Code Quest
Brecht Van Lommel (brecht) closed T51366: Empty image improvements to replace background as Resolved.
Dec 20 2018, 2:16 PM · Code Quest, BF Blender: 2.8, OpenGL / Gfx
Brecht Van Lommel (brecht) closed T55572: WeightPaint: polish as Archived.
Dec 20 2018, 2:15 PM · Code Quest
Julien Kaspar (JulienKaspar) added a comment to T54744: UI: Expand List of Editors.

Alright, I can see that this change is here to stay. No more resistance and no more devils advocate on the current split. There are just a couple of things that I would suggest:

Dec 20 2018, 12:09 AM · User Interface, Code Quest

Dec 18 2018

William Reynish (billreynish) added a comment to T54744: UI: Expand List of Editors.

2d Viewport & Image Editor: There's no intuitive connection to any use-case for '2D Editor'. With the UV Editor and Image Editor it's simple and clear. Nobody is confused about what these are for. It's immediately obvious.

Dec 18 2018, 10:17 PM · User Interface, Code Quest
Julien Kaspar (JulienKaspar) added a comment to T54744: UI: Expand List of Editors.

If we keep the Editors separate then I like @Brecht Van Lommel (brecht) suggestion and I'd like to try to flesh the idea out a bit.

Dec 18 2018, 10:10 PM · User Interface, Code Quest
Brecht Van Lommel (brecht) added a comment to T54744: UI: Expand List of Editors.

@Brecht Van Lommel (brecht) Van Lommel (brecht) What if I wanted to paint on the World texture?

Dec 18 2018, 12:54 PM · User Interface, Code Quest
Brecht Van Lommel (brecht) added a comment to T54744: UI: Expand List of Editors.

As far as I know there are no major changes planned to the UV editor tools and interface, nor does having it as a top level editor or sub mode really affect what can be done. That is not the motivation for making this change.

Dec 18 2018, 12:46 PM · User Interface, Code Quest
Sam Van Hulle (sam_vh) added a comment to T54744: UI: Expand List of Editors.

@William Reynish (billreynish) And I personally agree with all that. It's just that @Julien Kaspar (JulienKaspar) and I had another question that for now remains unanswered:

I am really dying to know the new Tools and interface changes that must be planned to make the UV Editor not just better than it currently is

Whether or not that's related to splitting editors. We're just wondering.

Dec 18 2018, 12:09 PM · User Interface, Code Quest
William Reynish (billreynish) added a comment to T54744: UI: Expand List of Editors.

It's pretty simple: There are more advantages in terms if ease of use when they are split vs combined.

Dec 18 2018, 12:03 PM · User Interface, Code Quest
Julien Kaspar (JulienKaspar) added a comment to T54744: UI: Expand List of Editors.

@William Reynish (billreynish) Let's bring up some new arguments please ... or at least reply to / build on top of the ones from before ;)

Dec 18 2018, 11:54 AM · User Interface, Code Quest
William Reynish (billreynish) added a comment to T54744: UI: Expand List of Editors.

The question was: What do we gain from separating them?

Dec 18 2018, 11:54 AM · User Interface, Code Quest
Sam Van Hulle (sam_vh) added a comment to T54744: UI: Expand List of Editors.

@William Reynish (billreynish) To be honest, that's not really answering @Julien Kaspar (JulienKaspar)'s question. And I must admit I've asked the same before. What are the plans for the editors after they've been separated? Any new tools planned, UI revamp, ..?

Dec 18 2018, 11:51 AM · User Interface, Code Quest
William Reynish (billreynish) added a comment to T54744: UI: Expand List of Editors.

UV Editor: For editing UVs
Image Editor: For editing the image

Dec 18 2018, 11:30 AM · User Interface, Code Quest
Julien Kaspar (JulienKaspar) added a comment to T54744: UI: Expand List of Editors.

@Sam Van Hulle (sam_vh) Right now I don't really care about the question:

Dec 18 2018, 11:28 AM · User Interface, Code Quest
Sam Van Hulle (sam_vh) added a comment to T54744: UI: Expand List of Editors.

@Brecht Van Lommel (brecht) What if I wanted to paint on the World texture? Good idea about separating mesh-related data and independent images. But I still don't see why UV editing and image painting have to happen in the same editor, especially if they're going to limit data access to what is selected in the viewport.
I would suggest this:

  • UV Editor: data depends on the selected mesh, allows you to work in a dedicated editor
  • Image Editor: independently selected image datablock (you want to be able to paint on anything really), optionally show the selected mesh's UVs. Image Viewer doesn't really need to be something separate. I mean, if you can look at an image, you might as well be able to paint on it without having to open up a different editor.
Dec 18 2018, 2:07 AM · User Interface, Code Quest

Dec 14 2018

Habib Gahbiche (zazizizou) added a revision to T56948: Multi-Object-Mode: Operators that need refactor on their logic: D4080: Multi-Object EditMode: LATTICE_OT_flip.
Dec 14 2018, 7:45 PM · Code Quest

Dec 13 2018

Brecht Van Lommel (brecht) closed T56741: Color Picker Value Bug as Resolved by committing rB6601a89650f9: Fix T58549, T56741: HSV color picker issues with Filmic view transform..
Dec 13 2018, 7:32 PM · BF Blender, Code Quest

Dec 11 2018

Fahad Hasan (cgvirus) added a comment to T55162: Blender 2.8 Blender Keymap changes.

Thanks @Campbell Barton (campbellbarton) :)

Dec 11 2018, 11:47 PM · Code Quest
Campbell Barton (campbellbarton) added a comment to T55162: Blender 2.8 Blender Keymap changes.

Fixed rB220ab6290e55a67778d6fbf82467a2170fbee413

Dec 11 2018, 11:41 PM · Code Quest
Jean Da Costa (jeacom256) added a comment to T55162: Blender 2.8 Blender Keymap changes.

This is a bug, G to move does not work at all in LMB mode

Dec 11 2018, 11:28 PM · Code Quest
Campbell Barton (campbellbarton) added a comment to T55162: Blender 2.8 Blender Keymap changes.

Confirmed, this only happens when using LMB select.

Dec 11 2018, 11:25 PM · Code Quest