- User Since
- Jun 5 2009, 7:35 PM (489 w, 2 d)
Wed, Oct 17
Fri, Sep 28
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
May 9 2018
May 8 2018
May 7 2018
Use continue instead of return OPERATOR_CANCELLED
Missing constants in the last commit