- User Since
- Jun 5 2009, 7:35 PM (536 w, 5 d)
Sun, Sep 8
Tue, Sep 3
Ah I don't have commit rights, can you commit it for me please ?
I committed the patch, but I am not sure if I have to do anything else to push it to Blender ?
Mon, Sep 2
Sun, Sep 1
Jun 26 2019
This task seems to be resolved
This one has already been sorted out.
This seems to work fine now so I change the status to resolved
May 29 2019
May 19 2019
Thank you for your answer ! :)
May 10 2019
Apr 29 2019
Apr 27 2019
Apr 15 2019
Apr 7 2019
Apr 3 2019
Mar 28 2019
Mar 19 2019
Hey, I tried this file again, and I get a crash after a few selections (just 10 or 20 rapid random clicks on the blue face).
Feb 23 2019
Jan 22 2019
I really like it as well. I was wondering, as you say it, only three actions are possible on a corner, one join or two different splits, I just wanted to know if it was in the scope of this patch to support join on the other "join direction" (would be on the left on your example) ?
Dec 19 2018
I did a small blend file, you have to try to select one edge by clicking on the blue face from the camera view, it is not that easy. I did another camera with the two objects joined, and it is way easier to select an edge by clicking anywhere on the blue face.
Dec 18 2018
Dec 11 2018
Just saw the blender today video, the viewport display for the world node editor is empty, and still use the panels from the material nod editor, I can fix it tonight :)
Dec 8 2018
Sorry about that, here is a file for 2.80:
Dec 4 2018
I can try adding a theme color for the report text color maybe ? But I'll try to find if there is another one available first
@William Reynish (billreynish) So should I hardcode the text color for this one ?
Yes an icon could be ok, but as it is displayed in the header of the 3D viewport, it is maybe not necessary.
Dec 3 2018
Nov 28 2018
As Julien said, the "screen icon" is not used that often, so maybe it could but in the right click menu only, an not in directly in the outliner, it would make the outliner a bit clearer as well, and it would avoid missclicking on it, and having this object disappear in all the linked files :/
Nov 25 2018
I was not sure but I think all this can be removed as well.
Nov 24 2018
I updated the name of the Settings Panel to Options for Cycles, hope this is ok, I can change it back if not.
Nov 13 2018
I removed the Preview panel for now, and added the Cycles panels.
Thanks a lot for your feedbacks, I just have a few questions about this patch :
For the monkey, at the moment it is Radius, and the default value is 1, if it is changed to Size, does the value have to be changed to 2 then ?
Nov 10 2018
Thank you for the feedback, here is my second attempt, I got it working without duplicating the code, I didn't know if I had to keep the Panels headers duplicated or not, but if not, I can do it.
Oct 28 2018
@William Reynish (billreynish) I just tested it, looks really clean, thanks ! Another thing is that it is breaking GridFlow and it stays one column no matter how much you stretch the editor.
Don't if I can report this here, but in Blender 2.80, a keyword argument is missing in cycles/ui.py at the line 820, and the UI doesn't show up.
Will it be possible to change the position of the tabs, I mean from the left side to the right side of the editor ? So it is easier to just go all the way to the right of the screen instead of aim to the narrow region. It looks really good, can't wait to try this :)
Oct 17 2018
Sep 28 2018
Hey, maybe I missed a discussion about that already, but would it be possible to have something like Rusculleda proposed ? It makes it work more like a Pythonic way and makes more sense ? "+=2" is probably less confusing than "++2" right ?
Sep 17 2018
Jul 13 2018
Jul 12 2018
Make compare_slot = 1 by default again (needed to change since it is part of Image now and not SpaceImage) and clear Render slot when it is pushed.
Jul 11 2018
Move compare_slot from SpaceImage to Image so that it does not reset when Image Editor is closed.
Jul 5 2018
Jul 4 2018
Don't know if it has already been mentioned here, but in the Python console, ctrl+spacebar for maximizing the editor is in conflict with autocompletion.
Jul 3 2018
Use RE_SwapResult again, and now J key is used to compare between the compared slot and the current render result (looking for comparing with last displayed slot instead)
Jun 30 2018
Jun 29 2018
First step to handle the "Compare With" toggle
Jun 28 2018
Auto push working
I found a solution, so the frame buffer is now working ! :)
Jun 27 2018
I have the Push Button working for the slots, but at the moment to "copy" the first slot into the second one, I use RE_SwapResult, because using slot->render = &rres; does not work, is there another function I can use for this ?
Jun 26 2018
Someone posted a solution on Right Click Select that I find quite convenient acutally https://blender.community/c/rightclickselect/cJbbbc/
Jun 24 2018
First step to get the Push button working
Jun 21 2018
Jun 20 2018
Jun 8 2018
Jun 2 2018
I was thinking about too little shortcuts that might be useful :
May 27 2018
Every should work now, I found a solution by getting obedit->loc[axis], I don't know if this is a good way to do it, let me know !
May 24 2018
Put all the changes in one diff
If you have an armature selected and press 4, you change to pose mode, if you have a geometry selected and press 4, you change to texture paint mode.
Same for the T panel, that was proposed in the last Blender Today live, holding T could show the tools under the cursor (spacebar at the moment)
Instead of cycling through the submodes by clicking multiple times on a particular number key (that is what I understand from the design), would it be possible to have a pie menu when holding this number key, so for example if I click on 2, edit mode shows up, and if I hold 2, a pie menu with vertex/edge/face mode shows up ?
May 23 2018
Would it be possible to have a preview of the curve of the function if we create a driver using Python ?
May 17 2018
I corrected the mistakes you told me, but I am still a bit stuck about selecting the points on a non-active mesh based on the active point of the active mesh. Would you have a little hint for me ?
May 14 2018
Sorry for that, here it is. Commit all the changes at once.
May 12 2018
I miss only one thing before making it based on the active vertex of the active object :
- Change totfacesel to totvertsel
- Move RNA_*_get functions outside the loop
May 11 2018
It works for me with these following steps :
- Create Monkey
- Select one of the upper vertices
- Select axis (Positive Axis, Z Axis)
- And play with the threshold
May 10 2018
Fix Nurb and Bezier being edited at the same time