- User Since
- Nov 29 2013, 3:00 PM (254 w, 4 d)
Sep 15 2014
I don't mind at all the rounded style for tabs. The rectangular shape on my proposal was just a try to keep it as minimalistic as possible. What I mind though is a divider between inactive tabs to look like "l" letter.
I think it would be very helpful if text colours for active and inactive tabs could be adjusted independently in theme settings. Currently they both use "Region Text" colour.
Sep 12 2014
Campbell, I slightly modified your version. It still looks minimalistic but little easier to read, I hope. This is just quick draft so can be improved further.
Sep 1 2014
Aug 25 2014
Aug 19 2014
Jakester, first of all I completely agree that KIND COMMUNICATION is good. And I myself don't enjoy to speak harshly to our very appreciated (no sarcasm here!) developers. But ironically, if we both had used nice and humble language (which you actually did), then this report would continue to be closed as invalid and this problem wouldn't be fixed.
Aug 18 2014
Thank you very much! Our "childish" comments (as you called it) in the end did encourage you to pay a little more attention to this issue and finally fix it. Please understand, this is the only weapon we have to penetrate the wall of indifference and melt developers' cold, cold hearts. ;-)
Welcome to Blender bug tracker! ))
Generally, this feature was asked by many users since long time ago, but it seems that for some almost religious reasons devs always oppose to include it in Blender.
AFAIK only Windows version of Blender have an option to warn about unsaved changes when quitting. On Mac and Linux (which I am using) it doesn't at all. Yes, Blender automatically saves "quit.blend" file in temp directory. But this "solution" has at least one serious problem. Sometimes (especially when you work with many blend files) you can easily forget to save some changes made in one file and re-open other files thinking that those changes you made are saved. As a result, your quit.blend file will be replaced with new data. Such behavior provides a user with unnecessary anxiety to always remember and check to save his work. I think most of users would be happy if Blender could take upon itself to check and remind them to save their data if it might be lost.
Again this can be added as an OPTION, so those of you who are perfect and never do any mistakes can continue to completely rely on yourselves while most of other "stupid" users (including me) can use Blender's help to avoid losing their work.
Jakester488, I would like to remind you that Blender is not developed for puny users who allow any mistakes in their workflow. And yes, losing your work is not enough to justify even one additional mouse click when you open-close projects.
Aug 15 2014
Aug 8 2014
Aug 7 2014
I was going to submit a bug report about this, but found that there are already several similar reports were made but closed as invalid. I agree with others that this is annoying and unexpected behavior during workflow, but as you ask I am not going to argue with that here. OK, you say it works as intended, but then why does it change the selection mode only when number of cuts is more than one? (If you do a loopcut with just one cut it still stays in vertex mode). This is quite inconsistent. Is it also intended?
Apr 18 2014
It's been almost two months since my last comment...
2.70 is long released already. And still not a single word of reply to my questions/suggestions.
Campbell, I must say the lesson for me here is that with constructive and friendly approach I only get zero response. I'm sorry to say this, but it seems to me you rather respond to those who blame developers with having too big ego... Such attitude is quite discouraging for any efforts to help with bug reporting and other things.
Feb 22 2014
@Campbell Barton (campbellbarton)
Hey, I know you're probably very busy with bug fixing for 2.70 release now, but are there any chances to get your feedback about my last question?
I've noticed that if you switch camera's lens from "perspective" to "panoramic" those precision artifacts are reduced when seen through transparent shader or completely disappear when seen directly from camera. Can anyone explain why is it so?
Feb 21 2014
OK, after making some research on this topic I realize that value slider was a bad idea as it doesn't have arrow widgets to change parameter incrementally. I still think though that reducing the precision in already low range of ubyte bevel weight parameter was not a good solution either. I agree that a float storage would be an overkill, but would it possible to change it at least to double byte precision?
@Campbell Barton (campbellbarton)
Thanks for a quick fix!
But doesn't it mean that now display precision of bevel weight number field is unnecessary lowered more than twice from 0-255 range to 100 units range (0.00-1.00)? Wouldn't it be much better to rather switch it to 0-255 value slider? Please, if you don't want to increase internal precision, then at least don't lower the display precision in number field. I am saying this, because this amount of precision is really important in my work.
I agree to some extent. But having tabs on the left side has its own good advantage. Because they are at the edge of screen most of the time, there is no need to precisely move mouse cursor in horizontal axis (which is especially important with vertical tabs). You just quickly throw it all way to the left and it will naturally stop at tab. And such behavior works well with recently added feature of mouse scroll and ctrl+ mouse scroll on tabs. Also I think that the left to the right direction in tab hierarchy is easier to follow for most people.
Feb 20 2014
Feb 18 2014
Thanks a lot!
Feb 17 2014
@Gabriel Caraballo (eibriel)
How about more complex scene with longer rendering time? Is it still double rate time difference? I have GTX 560Ti 2Gb. Comparing Blender 2.69.0 and today's buildbot version I got "only" 10% regression.
Thank you for your soon reply!
Looking forward for the fix... ;-)
Just as additional info: getting same incorrect results when using bevel tool.
A screenshot of the bug in example file.
Feb 5 2014
Dec 20 2013
Thank you for your comment, it has some new and valuable information for me.
But I disagree that "render layers" is a basic rendering option. I think it's rather an advanced tool more related to post processing.
I am just an artist, and not a programmer, so I apologize if my comments are technically out of sense, but I was proposing to change only the UI location of Active Camera setting, not VSE or any other functionality. Internally it may stay as scene property and continue to work well for all complex setups, but also gives us ability to quickly change camera between multiple renders. Of course, if that's impossible and this change in UI affects other Blender functions in a negative way, I will vote for functionality over convenience.
Dec 18 2013
@William Reynish (billrey)
Yes, "Frame / Sequence" sounds perfect to me!
Dec 17 2013
How about renaming Render / Animation buttons to Image / Sequence? Currently it looks like "render Render"/ "render Animation" which is a bit confusing. Or as an alternative there could be a switch between Image/Sequence and one big Render button. What do you think?
P.S. And in case of second option, that Render button could be placed in the info panel where currently renderer engine menu located, so you can always reach it, even if properties panel is not visible.