- User Since
- Jan 8 2019, 1:03 PM (36 w, 1 d)
Tue, Sep 17
Might as well set this to confirmed then, I guess :P
If I understand correctly, I don't think you can. You'd either have to change the lightness of the stencil mask image itself, or just do what you need with brush opacity. (You'd probably want to turn Accumulate off, and then do everything you need in a single stroke, to get a consistent strength)
Probably this: T68416#751673. Make sure to edit materials in Object mode. :/ As I stated in that thread, imo shader editing needs to be disabled outside of Object mode, but I was ignored D: @Jacques Lucke (JacquesLucke) maybe you can weigh in on this?
This is a known design limitation of the keymap system. See discussion in T65121. Hopefully one day it will be improved.
That value is actually for Stencil Opacity, which is reflected in the latest build. I'm guessing this is the source of the confusion, as it seems to be working perfectly on my end. Closing.
Mon, Sep 16
For anyone finding this from google: I just ran into this error message, and it was caused by trying to import a file which did not exist, using this syntax:
from . import non_existent_file.
Sat, Sep 14
Curious if this would coincidentally fix T54082?
Closing because as far as I can tell, this is a duplicate of T61948. Re-open and correct me if I'm wrong.
Fri, Sep 13
I suspect you might have changed your theme settings. Could you try File->Defaults->Load Factory settings?
Thu, Sep 12
Please fill out the form.
Wed, Sep 11
You can change the keybind for "Cancel Render View" in the preferences.
Sorry, this is not a bug report but a feature request, so the appropriate place for this would be on https://blender.community/c/rightclickselect/.
Tue, Sep 10
Mon, Sep 9
Sorry, this tracker is for bugs. For a users-helping-users type forum, try https://blender.stackexchange.com/
Sat, Sep 7
I couldn't reproduce, but throwing a screenshot in here just to illustrate what it's supposed to look like.
Fri, Sep 6
I can't reproduce, could you attach a blend file?
+1 for options panel always enabled, not just when saving images. If an operator has even 1 option, that option should be displayed. I'd rather have empty space in some cases if the alternative is having options hidden behind a button.
+1 for some way to bring back single-clicking.
+1 for always-on-top.
There is no good way to transfer anything you have in 2.8 back to 2.7. But you could just quickly check if the bug is still present (on the latest 2.81 daily build, not the 2.80 release). You wouldn't have to commit with your entire pipeline just for this :P
Thu, Sep 5
2.79 is a long time ago. Could you check if the issue is still present in latest 2.81?
Mon, Sep 2
You're using a 10 month old build. That's approx 4500 bug fixes ago. Please check if the issue is present on today's build: https://builder.blender.org/download/
Fri, Aug 30
Everything is working fine here.
Wed, Aug 28
Awesome, thanks for the update.
Awesome! Philipp took care of connecting the diff to the task for you. To do it yourself, on the diff's page, click on Edit Related Objects->Edit Tasks->Find this task->Select.
Tue, Aug 27
Of course my first patch would cause everything to explode, I expected nothing less!
@blossom (blossomsg) I recommend to first troubleshoot the problem as much as you can (delete stuff from your scene if you can, assuming it doesn't instantly freeze, until you find what causes the freeze) and then submit a fresh report and attach your file.
Sun, Aug 25
The error is not directly in an addon, but it looks like a rather mysterious error to me, so I can't be sure. Try reinstalling your addons one by one and see if any of them break it.
Load Factory Settings is only temporary. To save the factory settings as your permanent settings, you need to go into user preferences and manually save preferences. Does this help?
2.7x bugs are no longer being fixed. Please check if you get the same issue in the latest 2.81 daily build.
Glad I could help. :)
Sat, Aug 24
Sounds like you might have accidently unbound your LMB. Have you tried resetting factory settings, via File->Defaults->Load Factory Settings?
Fri, Aug 23
Thu, Aug 22
Wed, Aug 21
Re-opening again since Pose mode mirroring still needs work.
Tue, Aug 20
I think @Sam Van Hulle (sam_vh) will appreciate this.
@tomas (tomadr) I recommend you make sure you have the latest drivers for your graphics card and if that doesn't help, submit a fresh report through Blender's interface by going to Help->Report a Bug (this will autofill some info).
Aug 19 2019
I think those options(Selectability, Enable and Render toggles) were hidden by default because they were deemed to make the outliner look too confusing. I also disagree with the decision though. The render toggle at least should be there by default.
Aug 18 2019
Oh right, the node editor button is a list now! Alright, in that case, perfection! :D
Aug 17 2019
Your bone names need to end in .L, not your objects. You created a new armature for each bone. I recommend you check up on a rigging tutorial.
I opened 4 old 2.7 projects on my PC in both 2.7 and 2.8 but in most cases I got a small performance boost. (In once case Blender crashed after a while...)
Thank you for maintaining this addon. This morning when I was asking about area.type vs area.ui_type in blender.chat, I was actually about to "fix" the editor switch pie. But here you are, making a much more substantial fix!
Aug 16 2019
Another idea I'd like to throw out there is splitting and recombining pins that may have sub-components. Although I guess this is not strictly related to node group inputs, but maybe the most relevant to them. Here is how this works in UE4:
Another variable about inputs that is very not easy to change is the way in which they are displayed. Floats and Vectors can be displayed in different ways, and maybe other things too.
With an attached blend file we could test it on our system in both Blender 2.7 and 2.8. There's no need to compare performance between two different systems. Like you say, that wouldn't be useful.
I'm sorry but this sentence is very hard to understand:
This sounds like it would be useful in some workflows, lol.
I use zoom to mouse therefore +1 to making it default, or at least trying, and then we can see if there is an outcry with any convincing arguments against it. Existing users can change it to whatever they want anyways, the important question in my mind is, what's best for new users? I think zoom to mouse is easier to use since it lets you spend less time panning the view to get to where you want to be.
Aug 14 2019
I absolutely love the amount of information you're making available about how these systems work/will work and how everything is coming along. I played around with the build yesterday and it looked pretty awesome! ^^ I managed to make some particles bounce off a plane :)
I love this.
Aug 13 2019
The redo panel is based on what operator was used last, so it would be a matter of moving that code to a different operator. The resize operator does something completely unrelated to things like bbone x/z width(which is only used for display), envelope head/tail radius and envelope distance. So maybe the answer is to give all these things their own operator? But would that make the transform code more or less of a mess?
I'll take care of the graying out issue since that's my bad.
A workaround for now is to press Enter. Not ideal if you're doing a lot of edge sliding with emulate 3-button mouse enabled of course.
In that case I feel like there should be some kind of warning or better yet, completely disable the shader editor while the object is in edit mode. (Let me know if there's already another place where this is being discussed, I'm happy to keep all ideas in one place.)
- Cleaned up commenting, hope it adheres to convention now, but let me know if it doesn't.
- Removed redundant if statement
- Fixed head radius mirroring was not being cancelled correctly. (This was always like this)
Aug 12 2019
Put the scale limits back to 0-1000.
Awesome, thanks for the update.
Aug 11 2019
A GTX 960 definitely hits the minimum requirements. Just to confirm, you made sure you have the latest drivers?
Changed "Rotation Mode" labels to just "Mode".
Aug 10 2019
While I like the improvements in that post, it's out of the scope of this patch, or my coding skill level.
I was wrong earlier when I thought I couldn't reproduce this with bones. I was just an idiot and I was in object mode instead of pose mode.
I agree under the current layout it could just say "Mode" instead of "Rotation Mode".
Based on William's feedback, instead of copying the pose bone UI to the object UI, I just made the old object Transform UI single column and then copied that to the pose bone Transform UI.
I can reproduce by trying to insert a keyframe on the attached file.
Oh yeah, I see what you mean, there's no need for two animation dots, I don't know why I didn't realize that, it's painfully obvious! Good thing God invented code review. Will try to fix now!
The patch should make the locks consistent too, I forgot to mention it. I copied the code from the bone transform UI into the object transform UI, so that should include the way the locks look.
I understand. Sorry for derailing this thread. I won't close inactive reports from now on.
Please fill out the bug report template appropriately. This is easiest done by doing it straight from Blender via Help->Report Bug.
I'm interpreting this as this has resolved your issue and there is no bug here. Let me know if I'm wrong and you still have the issue, and in that case please do attach a blend file.
I was told it's good to close reports after over a week of it sitting on Needs Information From User? If it's clearly a bug it would/should be set to Confirmed, no?
I fucked up submitting this, please ignore. Trying to submit correctly... probably tomorrow
Aug 9 2019
Tagging @Pablo Vazquez (pablovazquez) with this idea, since putting the blender cloud link on the download page made a huge difference, I feel like this might also make a big difference so it would be worth considering. :)