- User Since
- Nov 16 2017, 10:43 AM (153 w, 2 d)
Sat, Oct 17
Mon, Oct 12
I also don't see the problem with materials, however here's another example where i see this being an issue:
When searching for a collection name you won't be able to look at the collections contents. This might also be the case when searching a scene or object.
Tue, Sep 29
Mon, Sep 28
Resolved since b1bdfb6e32b9
Sun, Sep 27
Looks lile a duplicate of T79275.
Sat, Sep 26
Note this is the case with every gizmo of type VIEW3D_GGT_tool_generic_handle_normal or VIEW3D_GGT_tool_generic_handle_free
This was probably just a typo, gizmos that use WIDGETGROUP_tool_generic_poll don't seem to be used as Active Object gizmos.
Wow that was a fast response :)
I've added that check now. Would be great if you could commit for me, also feel free do make adjustments if needed.
- Only check visible panels
Fri, Sep 25
Hey, great to see that this is solved now, thanks a lot!
Sep 22 2020
Sep 21 2020
- Remove use_local_camera property
- Synchronise cameras between v3d and scene when leaving cameraview
- Change "is_orrhographic_sideview" boolean to "active_orthographic_sideview" enum
Sep 19 2020
Sep 7 2020
Sep 2 2020
-Use Menu instead of popover
-Add icon toggle to quickly switch to active camera
-Add return button when inside a cameraview
-Add sideview's to menu
Aug 31 2020
It's not ment to replace the tilde menu.
but hope in outline editor, double-click the camera to switch.
I agree with that. With the changes to the operator that would also be possible.
Aug 30 2020
Aug 29 2020
Aug 28 2020
Jun 26 2020
May 15 2020
May 11 2020
May 7 2020
Apr 30 2020
There was another commit in this area yesterday: 1bc96468a144 your patch probably needs another rebase, bad timing :/
Functionality wise i'm not sure if simply picking the rightmost shader is too much of an assumption, i imagine this would fail in some common cases (e.g. main shader is inside a group or main shader is not the most right shader). Maybe it would be possible to rather store the "main" shader node before deconnecting it and then reconnecting that node, however this would probably be more complicated.
Apr 29 2020
The crash happens because the operator tries to set the nodetree and path of the shader editor space. This was used because nodes were removed by calling the operator nodes.delete which was rather hacky.
Apr 25 2020
Apr 24 2020
Thanks to all!
Should a second person review this? Otherwise it would be great if you could commit this since i don't have access...
This was just a small typo, thanks.
-Fix typo in ensure_group_output
Apr 15 2020
Apr 7 2020
@Michail Soluyanov Great to see a proper white theme as a preset! Looks like the tooltip needs some tweaking thought.
Apr 3 2020
-fix typo in unregister function
Mar 29 2020
Thanks @Scott Ramsay (smramsay), updated the patch to avoid that issue.
-fix error when group has no outputs
-properly delete viewer node when inside a group
-use appropriate socket types for group outputs
Mar 27 2020
Thanks a lot, this works great now. It seams there are some leftover print statements in this commit, i get a bunch of non-descriptive text in the console:
Mar 26 2020
I can reproduce this by adding a bl_info dictionary to the Ui Tool Simple template and registering it as an addon as @Rainer Trummer (aliasguru) pointed out.
Mar 7 2020
This should now be ready, i tested this a bit and didn't encounter any bugs. The performance also seems okay, in some heavy production files the preview might not be as snappy but IMO still acceptable.
-avoid error when a material doesn`t have nodes
-fixed small mistake when choosing what socket to display
-make behaivor consistent when previewing the same socket in a group from diffrent materials
Mar 6 2020
-avoid some unnecessary calculations
-Support previewing a socket inside a group that is already viewed from another material
Mar 3 2020
-Previewing a socket that is already viewed from another material is currently not directly possible, would be nice to support
-functions search_sockets and scan_nodes currently might go through a nodegroup multiple times which is not necessary
Mar 2 2020
-Support previewing diffrent parts of one node group in multiple materials
-Add property to sockets so user crated sockets that happen to have the same name are ignored
-moved some specific functions inside class
Feb 29 2020
Thanks for the feedback!
-address inlined comments
-crate group output node if it doesen`t exist
-remove all sockets that aren`t immediatley needed
Feb 28 2020
Feb 27 2020
Jan 23 2020
Jan 17 2020
@Julian Eisel (Severin) Thanks alot for the review!
-Address mentioned issue
-Add some comments
Jan 16 2020
Jan 12 2020
Jan 11 2020
Jan 10 2020
-Simplify changes in editmesh_select.c
-Handle mentioned IndexError when switching modes
Jan 8 2020
I'm not sure if i understand your question correctly. The oneclick behavior comes from the mesh.select_linked_pick operator which already has a shortcut binding (L). When invoked the operator looks for the element under the mouse cursor and then does the same as the select_linked operator.
-Support multi-object edit mode
-Support ¨click in empty space¨ to deselect
Jan 7 2020
Thanks for the input!