@Campbell Barton (campbellbarton), @Brecht Van Lommel (brecht)
sorry annoying you guys, I wish I could get a second review on this. This is not such a big feature but I really believe it could make blender sculpting more competitive.
For some reason, some reviews neither get rejected nor approved, just stay stagnated.
@Campbell Barton (campbellbarton), @Brecht Van Lommel (brecht)
I missed to fix the speeling from one comment... again ><
Wed, Jan 16
Tue, Jan 15
Mon, Jan 14
Removed some unnecessary vector normalizations.
I guess there's not much to do to improve this.
The animator doesn't need to see the whole path all the time, its like onion skin, so this could be solved by limiting the number of frames evaluated, adding a start_clip and end_clip, maybe even with a pretty fading gradient.
I'm not sure it's really deprecated, since those are comments from 10 years ago. @Joshua Leung (aligorith) would know what the status is here I think. Maybe ghost drawing needs to be restored in 2.8, and the comments updated?
Does it compile now?
Sun, Jan 13
looks like you missed this one.
Remove pmap check
last diff was corrupted.
Radial may be quite hard to implement on edit mode objects are rarely radially symmetric.
We don't need to unify everything, only the axial symmetry, radial symmetry is a sculpt specific feature.
The reverse is also true. If you enable Symmetry, and switch to a different object, you'll accidentally then start to manipulate it without Symmetry, because the tool setting was forgotten, because it is now a different mesh. That is equally as annoying. This is my point: There are cases where you may want to use it only with certain objects, and there are other cases where you won't. And that applies to any tool setting.
If Symmetry is really going to be per object, we should do so consistently in all modes, and display it in the ObData Properties.
But, the most consistent solution is simply to make it a mode-wide tool setting, and make it work the same in Edit Mode, Sculpt Mode and the paint modes. There's no difference in use-case, and no logical reason why they should work differently in the various modes.
Sat, Jan 12
- Direction estimation now uses sculpt_normal rather than just screen space movement.
- Removed unused if statement.
Fri, Jan 11
Yeah, I was willing to implement this for a while, finally I could, lets wait to see if comes a review.
- Improved a bit the performance, by referencing the BMVerts instead of copying the coordinates from it.
- Variable number of iterations depending on the brush strength, maximum iterations is now 5.
Thu, Jan 10
Number of alignment iterations was too low, set to 3.
Wed, Jan 9
Hey, I wanna make a patch and submit for review but this problem is happening when I try to build blender for debugging.
I wanna make some changes to sculpt.c, should I just ignore or it can cause problems?
Dec 16 2018
Thanks for a good answer, now, I can understand a bit what happened, the fact that a thing designed to display global settings is being used to display local properties, is really alkward.
,A per-editor bar doesn't exclude topbar, it moves local settings like tools into it, while topbar can keep the global mode-related settings.
Many users are concerned that it's too disconnected from the editors when working with multiple splits in the screen, the topbar switch like crazy and is seemingly disconnected from the editors that it inherits settings from.
Dec 15 2018
Damn! Why you do this?
You look like a bot, Cmon, at least answer the question.
It can be on the devtalk thread, at least tacle the subject a bit, you are the interface designer.
Dec 12 2018
Hey, could someone take a look in this?, its stuck here without triage for a while.
Dec 11 2018
This is a bug, G to move does not work at all in LMB mode
Dec 9 2018
Dec 8 2018
Dec 4 2018
Its just a guess but there's something wrong with the shadow computation when its multiplyied by the reflection, seems like its not completelly zero allowing verry bright spots to "LEAK" when lamps are too strong.
Dec 3 2018
Dec 2 2018
I wish I could start learning the api soon.
Can someone share a download link for the zipped docs so I can try to fix locally?
Weird, it's still not working.
Based on filenames loaded from my browser, I could check which files arent working and which ones are:
Dec 1 2018
Oh, @Erick Tukuniata (erickblender) I found, its a really hidden setting, I guess it should be disabled by default, it is a fundamental fature.
Year, being able to switch from one object to another whithout changing modes is fundamental while sculpting. I am curious also.
Nov 30 2018
Nov 28 2018
Okay, I am kinda mad now.
Nov 26 2018
Why not Clay Engine?
Nov 23 2018
I've just downloaded new font files and replaced on a downloaded copy of the manual and this seems to fix the problem.
Hope someone do the same the the official docs..
Nov 22 2018
- Z Toggle wireframe
- ALT Z Toggle Xray
- Shift+Z Complete pie menu.
Its loading all *.wolf2 fonts but somehow its not rendering some of them
Oh, I guess I figured out.
It looks like a font rendering problem:
I tried with both Firefox and chrome, and the bug happens exactly the same, since I disabled hardware acceleration on chrome and it happens exactly like in Firefox which have acceleration enabled, I guess it's not a hardware specific problem neither software specific.
@Aaron Carlisle (Blendify)
No messages in console
Nov 21 2018
@Brecht Van Lommel (brecht) No, this page is fine.
I still see the bug, either in chrome or firefox.
maybe because I am using windows 7.
Nov 20 2018
Oct 22 2018
please at least explain why.
Why would that behaviour be desirable?
Ever wonder what happens if the scene is too heavy, with the only visible cursor rendered inside the viewport, with low FPS you can easily loose controll of where your actual mouse is, if the viewport take too long to update, since the system cursor is hidden.
Oct 21 2018
Oct 20 2018
We know. That's why we are working on improving LMB select, and why we are discussing the possibility to make it the default, once it works well.
Oct 14 2018
Oct 12 2018
I may be wrong but...
Aug 28 2018
Alt + A for deselection is freakin anoying for sure.
Aug 9 2018
I an aware of the alt click and also aware that this is a downgrade compared to 2.7 and shoud be fixed since before it worked fine.