- User Since
- Nov 4 2013, 10:26 PM (241 w, 1 d)
Fri, Jun 8
Thu, Jun 7
I've found a small problem with the new 1-2-3 mode scheme. If you enter edit mode with a text object you have no way out (using the keyboard). Pressing "1" only adds 1 to the text.
Fri, Jun 1
Make the VSE strips use AlphaOver instead of Cross by default, so alpha areas don't show up black. (suggested in the forums)
Sat, May 26
Hey, awesome! Thanks for pushing this.
May 4 2018
May 3 2018
1: Headers can already be set this way 2: Yes, we've considered it and yes, we plan to put them at the top by default.
May 2 2018
Hey guys, I don't know if it fits with this task but have you guys considered the headers default position? I think it'd be more consistent if they were all on top by default. It follows the conventions used by most other software and the way we generally read things (top-to-bottom).
Apr 20 2018
+1 to all these changes. Question: would it be too wide if scripting was the 4th column? It looks kind of weird below animation (maybe because it's the only one like that). Also, that way the properties panel would get a shortcut (on e).
Apr 16 2018
Apr 10 2018
Apr 9 2018
Awesome! Thanks for reviewing
- Use FLT_EPSILON for float presicion checking
- Use tabs instead of spaces :)
Apr 7 2018
Hey, this would be a great appetizer before the code quest :)
Mar 29 2018
About the releases tag: Blender used to have a new version very ~3 months that packed quite a few features, this has slowed down for 2.79/2.8 now but 2.8x releases could come out a similar pace again. I think the main concern is that the file would be constantly growing and become unmanageable in a few years. Maybe it could be limited to the last 3 releases? Blender users tend to always run the latest or latest-1 anyways.
Mar 28 2018
Simplifying the code is always better but the main reason to keep the native dialogs on win/mac was that they caused Blender to get focus (if you were closing from a taskbar or another screen for instance). Is this drawback acceptable?
Mar 23 2018
Mar 22 2018
+1 for general. Main makes it sound like animation/etc are a secondary thing and graphics applies to prety much everything we do in Blender.
Mar 21 2018
Maybe we can get this in for 2.8? What do you think @Pablo Vazquez (venomgfx) ?
Mar 20 2018
- Don't free operator
- Show popup on active window
Mar 19 2018
Forgot to submit the inline comment here, that invoke() change was from an earlier revision.
Feb 15 2018
Removed the save and quit macro. Added an exit option to the save op.
This is working now!
Feb 8 2018
@Campbell Barton (campbellbarton) thanks for the free rebase/cleanup :)
@David (activemotionpictures) There's some ongoing debate about that at T37422, this patch is for the confirmation dialog on linux only
- Use new url for screenshots
Feb 5 2018
- Change project license to GPL 3
- Remove copyright message
Feb 4 2018
- Remove releases section
- Fix summary
- Fix bugtracker url
- Change description
- Use screenshots from blender.org
Feb 3 2018
Maybe we could use the images in blender.org's homepage, under the title "Everything You Need"? As for who will maintain it, this should be a part of the linux release process so whoever is in charge of that or a volunteer. I don't mind submitting patches to keep this up to date.
Feb 2 2018
Jan 31 2018
Incidentally I found this also works for pie menus. It's quite a workflow improvement IMO
Rebase on current master
Rebased on current master
Rebase. Also friendly ping before this patch rots too much (considering the topbar changes coming in 2.8)
I still haven't been able to make this work through a macro. It fails even when making a macro through Python in a 2.79 build, the exit op is never called after save. However if I change the first op to something non-modal (like opengl rendering), then quit actually gets called. Looking around other macros in code, it seems the modal op is always the last one and not the first.
Abandoning this for now so it doesn't show on everyone's review queue. There's probably a better solution than making more checkbox icons anyways.
Jan 28 2018
Jan 26 2018
Hey @Nate Graham (ngraham)! It'd be better if you post this via differential (like in KDE's phab). I can do it for you if you don't want to mess with Blender's repo.
Jan 20 2018
This patch isn't ready yet, but it compiles and sorta works now (feel free to test).
- Rebase on current master
- Remove unused structs
- Code style fixes
- Use BLI_path_basename to get blend filename
- Remove wm_path_separator()
- Use BLI_snprintf to create the dialog's text
- Add explanatory comment on wm_confirm_quit()
- Replace save_and_quit op with a macro
Jan 16 2018
Jan 13 2018
Jan 11 2018
Jan 10 2018
I understand an actual window would be better than the internal popups for this, however the most important part of this patch is preventing Blender from closing with unsaved changes (exiting is aborted if the popup is closed). If putting this in a window is too much work (and complexity), I'd consider staying on the popup route.
Jan 9 2018
Rebase against current master
Jun 22 2017
Jun 19 2017
A couple of ideas:
May 15 2017
May 11 2017
Can confirm it still crashes in master (15038975a3f).
It dies on this line (from bmo_primitive.c, line 1712):
May 7 2017
- Add a function to format a size in bytes
- Add unit tests for BLI_str_format_bytes
- Format memory stats in the physics panel
- Format memory info in scene stats
May 5 2017
- Jump to position when cursor is not visible (fixes the mouse scroll error)
- Use a boolean instead of the lines difference to check for line-by-line movement
- Remove prev_curl from text DNA (since it is not needed anymore)
May 3 2017
Apr 28 2017
Tested this again against master (A85F4571950). Surprisingly it still applies.
Everything seems to work correctly, it preserves the scroll when it can otherwise it resets.
Another question about the design: where would the info/error messages go?
Ah didn't catch the status bar. That's the perfect solution.
Apr 26 2017
Another question about the design: where would the info/error messages go?
Mar 27 2017
How would vector properties (x,y,z) look in the bar?
Mar 8 2017
Adding and removing scenes is not a frequent action, while changing them is. An extra click for these actions isn't going to slow down the workflow, while having less clutter and more space for names would benefit the UI.
Mar 6 2017
I don't think fusing OS title bar with our top-bar is good idea. Lack of blend filepath and save status would be a significant drawback. Where that will go?
Oct 18 2016
Mar 5 2016
Another possible solution: more widgets!
Feb 25 2016
I would actually use something like this. While I agree it's not the cure for panelitis, it's a good palliative.
Feb 13 2016
Feb 12 2016
Feb 7 2016
Feb 4 2016
+1 This looks good.
Jan 16 2016
Jan 13 2016
Ahh forgot to test mouse scroll too, you're right.
Jan 9 2016
Jan 5 2016
Here's a comparison of the padding (left) with current (right)
Dec 27 2015
I'm really liking this, some thoughts:
Dec 17 2015
My bad :P, those end with _VEC. I still think the render icons would be more descriptive though.
Dec 16 2015
I'm not sure about having two triangles in the node title. New users would click the wrong triangle and confuse the two a lot.
Dec 1 2015
Makes sense, the material icon might work for Cycles but not really for compo. This icon works everywhere.
- Added UI_monospace_id_get() to get the mono blf id
- Support custom mono in Python console
- Used "mono font" for the UI (it was too long otherwise)
- Removed UIFONT_CUSTOM2
Nov 30 2015
Probably better to have a lower level function to get the BLF font id.
I could return the blf_id from the new UI_fontstyle_monospace_get function
Nov 29 2015
Opps, sorry about the whitespace changes. I'll clean it up next diff.
Nov 3 2015
Nov 1 2015
The inkscape version in master is now 0.91 too, so this patch doesn't include all the messy changes from the previous one.
I totally forgot horizontal scrollbars in the last rev
Oct 31 2015
Clamps the offset if it's too large, while preserving
it in other cases.
Oct 30 2015
I didn't include the MB/GB code since this patch doesn't affect any ram number. I think that should go in another patch.