Closed by rB38a0896f1541
Fri, May 24
Wed, May 22
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May 19 2019
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Apr 25 2019
Apr 24 2019
Hi @Campbell Barton (campbellbarton) this bug is only partially fixed, click events are still not registering if tabs located below Sidebar.
Apr 23 2019
I noticed that tabs located below sidebar have 100% active area deadzone.
So maybe this commit might be the cause? rBbe3adb51de21
Apr 10 2019
This change in behaviour could be mentioned in 2.80 Py API Changes.
I will also create Q&A on stackexchange.
This might be enough to keep people informed.
Apr 3 2019
Mar 21 2019
Mar 20 2019
Resolved by commit rBAcb588a96fdff
Closed by commit rBAcb588a96fdff
Mar 19 2019
Hi Addison, it seems that you used old revision of Bool Tool to make this diff, please update your patch to match current version from repository.
Mar 11 2019
Mar 5 2019
Feb 28 2019
Feb 21 2019
Feb 18 2019
Since I do not have commit rights, would anyone want to commit this one?
Feb 15 2019
Add test for pulldown menu type.
Putting the enum menu title at the bottom is a bit odd, but seems fine to me anyway.
This is how it always been implemented, my patch does not influence menu title positioning.
But that would also require to write a new widget type, which is far beyond the scope of this patch.
does it also affect color picker-type popups?
It does not, color picker is a different widget type.
Feb 13 2019
Feb 12 2019
Defined RNA property default.
Feb 8 2019
Feb 7 2019
Also what to do if object is linked to collection that is no linked to any scene? Just ignore those?
Jan 20 2019
I discovered context.objects_in_mode which gives a list of objects in current context.mode which is very convenient.
So context.edit_object is redundant and can be removed? Including other mode specific calls (sculpt_object, vertex_paint_object, weight_paint_object, etc.)?
Since multi-object editing is now available in 2.80, it would be convenient to replace context.edit_object with context.edit_objects to get the list of all objects currently in edit mode instead of one active object.
Jan 19 2019
Running bpy.ops.mesh.poke() in the Python console works in 2.8.
Hi William, this report is not about mesh operator, it is about bmesh operator. Hence bmesh.ops not bpy.ops.
Jan 16 2019
Closed by commit rBA0b4cfab541e3
Jan 15 2019
OK, then let's make it tidy:
Jan 11 2019
Hi Simon, your patch does not port all add-on functionality and since there is nothing about that in the description of the task, here is what currently missing:
Jan 3 2019
Dec 29 2018
Dec 22 2018
Microsoft fixed the issue in KB4471324. Blender no longer crashes the system.
Dec 12 2018
Have you tried installing the latest drivers from the NVIDIA website?
Dec 4 2018
Dec 2 2018
Dec 1 2018
Oct 2 2018
In this case function will do some math with the unit scale value
Correction: currently to_string will always assume Unit Scale to be 1.0, so developers would do Unit Scale conversion manually before passing the value to function. Which makes sense, Unit Scale conversion is not complicated and is optional, so please ignore that part.
However it does not make sooo much sense to have this function bpy.utils.units.to_string(1, 'MILLIMETERS') because all it does is appending mm to the number, basically. Also it is not clear what unit the 1 has.
to_string should not be affected by the scene settings (or it should be possible to override them). Or developers would be forced to change scene settings first, before using to_string if they need output in certain units (I hate so much when this happens).
I could not tell from the code changes, does units.to_string support "fixed units"?
We should keep adaptive, even if we change the default away from it. People have been using it and some like this behavior.
Hi Jacques, Brecht, I have a few points I want to address from a user point of view:
Jul 31 2018
Closed by commit rB36389444b03e
Jun 15 2018
May 16 2018
Why not use double side as default?
We are not 10 years ago, PC's are far better now.
Or there will be something better than the back faces?
May 8 2018
@William Reynish (billreynish) I'm not saying unit scale should be removed, I'm saying that to work with different units Blender should move from using unit scale to using display units (or working units like in Maya).
Hi, please let me propose default value for Empty Image Offset property.
Apr 25 2018
Apr 9 2018
Feb 12 2018
First case test_bmesh.blend – coplanar geometry, not intended to work with BMesh solver whatsoever.
Feb 11 2018
Nov 10 2017
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Jul 11 2017
...depends on available upper/lower space...
Jun 26 2017
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Jun 1 2017
Can this be reverted to the previous behavior before the release? I depend on this very often in my work.
May 29 2017
I can't think of a single use case where handling each vertex is more preferable than island during translate operation. But I can bring a lot use cases for handling whole island in hard surface area, including jewelry modeling.