- User Since
- Feb 15 2014, 8:59 PM (467 w, 4 d)
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Hi @Thomas Dinges (dingto), I pay attention to development from afar, but don't have the time to help sadly
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Closed by rB39ce17f3dfa0
Sounds good, will get it committed soon.
Apr 24 2021
Apr 22 2021
Apr 7 2021
@Hans Goudey (HooglyBoogly) thanks for the heads up.
Feb 24 2021
Feb 18 2021
While this refactor results in slightly more lines of code, the result is much better in my opinion.
I agree. This looks fine to me
Feb 17 2021
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Feb 11 2021
>>> for data in D.meshes['Cube'].skin_vertices[''].data: ... print(data.radius)
Running this code (with the provided sample file) in the Python console prints nothing in edit mode, but prints the two vertices in object mode.
Feb 10 2021
Feb 9 2021
@Hans Goudey (HooglyBoogly) thanks, will do!
@Julian Eisel (Severin) was our discussion in the last meeting the go-ahead for this, or do you still want to review the changes here?
Feb 6 2021
Although that can get a bit confusing the longer you drag that out, that seems to be an outlying behavior. Normally you know exactly which two you want to join and just proceed, with mid-operation direction change being an already confused user state
I left a few comments for cleanups and compile warnings.
Feb 4 2021
Thanks for reporting. I think this was just an oversight and should be a quick fix.
Feb 3 2021
Feb 2 2021
- Use define instead of hard-coded value
Oh sorry to jump in like that, I had the tab open all day and didn't notice the above comments until just now. @Julian Eisel (Severin) it is just a small logic error in the icon generation code, so I'm not sure exactly what to classify this as.
Feb 1 2021
Looks good to me! I'll try to get this committed soon. Thanks again for working on it :)
Jan 31 2021
I'd consider this a known issue and papercut. The annotations strokes are just grease pencil objects which is why they don't scale with the UI. It seems simple enough to just scale with the ui scale in the node editor.
Jan 30 2021
Overall looks good now! There's a few small things now that you could change if you want, or I could make a few small tweaks before committing it for you.
I consider this more of a known issue because it's a limitation of the current uiList implementation. Currently any items in a list that are not drawn are not yet created in the UI, so pressing Tab to advance to the next item in the list will wrap to the beginning because those items don't exist from the UIs perspective.
This looks good to me! I think it makes perfect sense to determine the draw opacity in the draw step rather than at build time, especially since the function isn't very complex. I don't have any super heavy scenes to see if there's a difference, but I don't think there would be.