User Details
- User Since
- Jun 8 2019, 5:11 PM (90 w, 1 d)
Wed, Feb 17
Mon, Feb 15
Thu, Feb 11
@Hans Goudey (HooglyBoogly) Thanks!
Thu, Feb 4
Wed, Feb 3
Tue, Feb 2
Sun, Jan 31
Jan 29 2021
- Rearrange events checks.
- Changed UI as requested (talk in Blender.chat), to avoid dynamic UI and keep both sliders. Still a little hacky though. Also renamed all from 'lock' to 'link'.
- Requested changes applied.
Jan 28 2021
Jan 27 2021
Jan 25 2021
Jan 24 2021
If the lock is on by default (with a subdivision value of 1) that would be the most convenient to me personally, and maybe to most modelers?
If the lock would keep both values related to each other, that would make it slightly more convenient if you want to work with a consistently higher iteration for rendering. While the lock is active, you could increase the viewport iteration with 1, and automatically increase the rendering value with 1 as well, even if the value was already higher.
But... This does raise the question: what would the rendering value become if you change the viewport iterations from 1 to 3? So maybe your current approach is best: while the lock is active, both values are the same, and in unlocked mode, each value is separate.
Jan 23 2021
Jan 21 2021
Jan 8 2021
Jan 7 2021
- Cleanup redundant round operation
Dec 20 2020
- I tweaked the gradient threshold a little so transition is not that heavy and not that soft - looking in a mid-term - around a 20% wider that previous diff.
- Also updated example (image) with a more realistic example (no impossible/weird cases as before) and also appended a video showing it in action.
Dec 19 2020
@astrand130 That would be for another patch, solutions are from changing colors to change style of the line as you said. For example, in the mock-up the invalid link is a stronghest red and with a 'X' in the middle http://ui.pablovazquez.art/ maybe more convenient.
Dec 18 2020
Updated shader code to:
- Add a start-end threshold to compress gradient, this way original colors are better defined and data conversion through color transition is more clear and evident.
- Also fix a visual bug that was there but now was more evident with colored links that is gradient from start (coming from output socket) is around 10%+ longer than the other side.
Dec 14 2020
Nov 24 2020
Nov 6 2020
Nov 4 2020
Nov 3 2020
Oct 30 2020
Yeah, it's a quick hack but not the ideal solution (from root problem).
Oct 28 2020
Oct 20 2020
Oct 19 2020
Oct 14 2020
Sep 29 2020
- Better indentation.
Sep 28 2020
- Remove brackets in file not found description.
- Removed size in bytes.
Sep 27 2020
- Followed tips and contribution from @Harley Acheson (harley) Thank you!
Sep 13 2020
Sep 11 2020
Sep 3 2020
Sep 1 2020
Aug 27 2020
@Brecht Van Lommel (brecht)
At the end I'm following this designs more less: https://developer.blender.org/T69441
Where '+' icon is in the upper right, BUT aligning it to the left for when dragging from inputs to avoid overlap with the node link. (alternatives to have it upper-right for all cases is use other color to make contrast or other shading like eg. with outline or supported with some background)
Aug 25 2020
- Fix build errors.
- Unused vars.
Update patch:
- Now instead of using BLF and draw some text the new tooltip is a '+' icon. This icon is aligned to one or other side depending of which direction takes (is dragged from input or output). Later this will change to a cursor based on future new cursor system.
- Search Box is now aligned depending if you dragged from input or output.
- New node position is better as now is aligned to cursor position at release (before search box shows up) and depends if is dragged from input/output.
Aug 19 2020
I think that too. A simple icon would be the best option.
Not sure how to draw an icon in C part though will be pretty much the same as when dragging from a color property field so I just need that part of code as reference and the icon to draw.