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- User Since
- Nov 18 2010, 6:18 PM (431 w, 16 h)
Thu, Feb 14
PS i just noticed that the space_topbar.py has "layout.operator_context = 'INVOKE_AREA'"
This also works, ill keep that just to be safe. Didnt get an error using either one.
Sat, Feb 9
I do think its good to still have this. Since 2.80 is way more hardware hungry i think this could lower that a bit. I see a major drop in the viewport response on my macbook pro 2015 using 2.80 where 2.79 runs smooth
Wed, Jan 30
Tue, Jan 29
okay thanks. I will read up on that see how that works.
@nBurn (nBurn)
AH okay thanks, i just noticed someone else is also doing updates there. They even did updates yesterday, luckily to the parts i still need to do. I tackles some other parts like unsimplify and a lot in the color adjustment and other files.
Im bumping this one, just checked build 2.80 #957v4547aeeb, 2019-01-18 22:11. Its still doing nothing
Wed, Jan 23
Isnt it possible to calculate the total height of all panels in this view. Than if the height of the total is height than the window height, why not ONLY than activate the scrolling mechanism. Because when the panel isnt transparent or blocked by open panels, it would not be able to move the scene anyways.
I noticed that it also happens when you switch from blender to another application and come back. This is really annoying to work with, say when your texture painting. The first stroke will always be a continuous stroke
Jan 19 2019
It also happens when you open preferences and already have done the first click. Looks like it happens to each new window all the time.
I think the issue perhaps has something to do with the splash screen. When you start blender the first click gets rid of the splash screen. Than i dont see this issue, but once blender is open and i do CMD + N or load a scene my first click results in what seems a stuck operator or modal mode or so
Jan 17 2019
I want to bump this thread, still is present in 2.80, d844271aef2d, 2019-01-15, 19:24
Jan 16 2019
Jan 15 2019
Cant the tabs get a seperate area they already seem sort of separate because ui is rotated there. Im not sure how this part work in GUI
Jan 14 2019
I see perhaps the cause now. If i change MultiSample under Preferences > General > OpenCL > MultiSampling from None to 2 or more it gets less noticeable.
But still shows very faint,.
I dont have supported GPU, nothing to update. See first post for Hardware. Its an Intel Iris Pro.
Not sure what paper cut has to do with functional design???
Here is a file
Its actually both, it doesnt work because features have been changed.
Jan 11 2019
Great work!
Jan 10 2019
Jan 6 2019
I understand the think and do think it almost a good approach. However some aspects in your comments now also raise new issues.
Jan 5 2019
Yes i see, the function which calculates if it should go above or below seems not to be working properly. Looks like it doesnt add the border height of the window. Or other guess, it looks at a given midline in the window everything above goes above this line and visa versa.
I think renaming Keymap to Shortcuts would make also more sense. Since you also changing names and making categories and making more sense in general. I believe shortcuts is more explanatory than Keymap, i think 90% would even know what it stands for
One small issue i noticed with the color picker in this new pref panel layout. When it need to show at the top it sometimes shows when the space isnt high enough. Therefor the top of the picker doesnt show unless we scroll back up a bit.
Sorry guys no love for this new panel and sub panel layout. It makes working on settings horrible.
Dec 28 2018
I was checking the presets files and noticed in the #60b930af3e73 the presets have the new values. Yet they dont have the setting "setting.bending_model"
After adjust "presets.py" in startup > operators > presets.py presets now save without errors.
Dec 25 2018
PS is there a reason why top menu doesnt show Python info?
Okay done, https://developer.blender.org/T59832
Dec 24 2018
Here's a screengrab to show the issue
That why i stated it technically not a bug. But adding this to a forum will not get proper feedback. The Top bar acts different in a couple ways.
Sorry but i also stated a new issue where X and Y axis will show as Z axis. Did you see the GIF screengrab?
Dec 23 2018
Today it seemed to be working different than yesterday. Now it does some how turn off but it also show when turning on Y-axis in Front Ortho. Also when in Right Ortho the X-axis will show the Z-axis.
Dec 22 2018
After doing more seaches i found this thread on BA, https://blenderartists.org/t/access-to-workspace-areas/1137024/4
Dec 20 2018
Dec 18 2018
Great i see something like my initial proposal is done to the layout, much better!
Dec 17 2018
To bad this isnt picked up for 1.80
Dec 14 2018
Okay clear now
Did i add a wrong tag to this? I see BF Blender: 2.8 is removed. I cant recall if added tags here
Dec 1 2018
Is it possible to also link the texture in the uv editor to the selected material or uv attribute. I really miss this option / function which BI had. I find the UV edit workspace a bit useless as it is. In edit mode viewport does not update currently so i need to switch object mode all the time. The refresh rate of the viewport is some what sluggish compared to 2.79.
Nov 30 2018
Here's a screengrab of that on OSX
One issue i see and is probably noticed already. When users uses "New Main Window", the tools will switch in that window according to the 1st windows workspace, that doesnt seem right to me. I need to move from the current workspace to another and back to get the tools back in the 1st window.
Is it temporary that each workspace switches back to default (start property) when you switch workspaces. Switching now resets the last working mode to default, which is resulting in extra click to get it back to the last working mode.
Nov 1 2018
Really a pitty, i liked this idea
Oct 5 2018
That guideline article in the resources at the top is really a great detail.
Man this looks like the ultimate options for themes
Jul 26 2018
To bad this is an ongoing issue with 2.79 i was already wondering why the particles where not following.
Jan 12 2018
I think this is very usefull, to me it sounds like Cambel Barton doesnt see the benefit of using exact inputs. Sometimes this is very much needed. Dont understand the hammering on why this and that, he explained it very well i think.
Aug 6 2017
okay i understand. But i think there other uesres out here with the same "problem".
that page is irrelevant to the the current version, acknowledge it, just saying. I took me quite some time to fin dout out this is coming for 2.79. How hard is to put 1 line on that page. Perhaps it was changed in recent days. But it was not saying blender 2.79 2 days ago. I now see blender 2.79
Sorry but what page are you talking about? I think your talking about inside pages. Go check the link in the addon in lbender and see what info is there
Aug 5 2017
Thanks! Sorry about the fuzz. But a little text there cant do harm. Know i went searching and searching, when i could have a little piece of text saying "this documentation is for the upcoming 2.79".
Aug 4 2017
Sorry for asking here, why does blender documentation talk about v 0.5 while blender comes with v0.4?
Mar 6 2017
have you guys scene this? http://insydium.uk/cycles4d/
The've got a full working version of cycles for Cinema4d
Feb 24 2017
thanks!
Feb 22 2017
Feb 20 2017
I also see a issue when a mesh has UV and bevel applied the UV seam is added to the bevel. This results in weird UV mapping when its rendered. When i play with segments i get different outcomes. This same thing is for edge crease, bevel weight and sharp edges. All of these items get applied to the new created segemnts of the bevel resulting in weird and unwanted behavior.
Oct 21 2016
When is then? i dont get why i t needs to be re-written?
Sep 17 2016
how can remap the scroll for segments under bevel and also for "vertice to circle" changing the subdivisions?
Dec 15 2015
Nov 4 2015
I bumped into this cause i found the other method working finer. When i go into edit mode i want to see how the uv is on the texture. Now each time i want to edit or redo something i first need to check which texture it was. Therefor you also need to have the compositor open, so more space is lost, ofcourse we can [space] to focus a window. I yet find the method of relinking a texture each and every time again very double.
Nov 19 2014
Oct 30 2014
Hi there,
Apr 4 2014
Ive got this question about this plugin. I cant copy the UV from one object to another in the same mesh. Tried cipying the vertices and than pasting it but blender keeps crashing
Nov 15 2013
Hi there,