Paul Kotelevets 1D_Inc
  • Joined on 2015-01-16
Paul Kotelevets commented on issue blender/blender#119139 2024-09-03 07:48:31 +02:00
Allow name-swapping in some cases when renaming IDs from the UI

Briefly tested the build. For Collections, Material list and F2 renamer the double rename mechanics works smoothly, feels very nice. For attributes like UV the mechanics doesnot work, but from…

Paul Kotelevets commented on issue blender/blender#119139 2024-09-02 14:49:46 +02:00
Allow name-swapping in some cases when renaming IDs from the UI

There is the other mechanics in material list - pasting a name from clipboard into material's slot name (by hovering a mouse under the slot and pressing ctrl+V). At the moment if to paste…

Paul Kotelevets commented on issue blender/blender#119139 2024-09-02 07:30:41 +02:00
Allow name-swapping in some cases when renaming IDs from the UI

Briefly tested windows build. In general mechanics reproduced well for obname and meshname - in case of a collision between IDs the first renaming gives an index which fills the gap in both…

Paul Kotelevets commented on issue blender/blender#108669 2024-08-08 17:07:14 +02:00
Snap Polishing

Remove Snap With Closest

Not sure which way it end up in the list. Workflow-wise closest and basepoint snapping methods are far away from being mutually exclusive - closest is used for fast…

Paul Kotelevets commented on issue blender/blender#117954 2024-07-17 06:48:28 +02:00
Screen Area Editor Tabs

optional behavior

I just trying to make a friendly reminder that in Blender (unlike GIMP or Krita) the UI is transferrable between users via project files.

Paul Kotelevets commented on issue blender/blender#117954 2024-07-17 01:10:46 +02:00
Screen Area Editor Tabs

Blender editors aren't that different from palettes in Gimp/Krita, the bigger difference I think, is that Blender treats canvas-like "main" editing areas like the 3D View or an Image Editor like…

Paul Kotelevets commented on issue blender/blender#117954 2024-07-14 17:46:48 +02:00
Screen Area Editor Tabs

Not entirely sure what practical problem tabs solution is supposed to solve. Such a solution better fits something like GIMP, where there UI is solved as lots of pallets with different purposes. …

Paul Kotelevets commented on issue blender/blender#124553 2024-07-12 17:03:03 +02:00
Apply base shrinked operator for multiresolution modifier

Maybe "Conform base" sound better?

Paul Kotelevets commented on issue blender/blender#78393 2024-07-09 04:39:53 +02:00
UV editor and 3d viewport selection sync per default

In my humble opinion Nsync syncronization mode will be very popular, with proper design it could cover up to 70% of all UV editing demands (extensive stitching belongs to Sync mode, complex…

Paul Kotelevets commented on issue blender/blender#78393 2024-07-08 04:22:46 +02:00
UV editor and 3d viewport selection sync per default

One problematic situation that this idea could bring is this

Sure, but it will be enough to locate the selection in 3dview - which is the main limitation, so such a solution could be…

Paul Kotelevets commented on issue blender/blender#78393 2024-07-08 00:53:43 +02:00
UV editor and 3d viewport selection sync per default

It is a bit challenging to image a useful impact from such a design decision. For example, you picked a corner in UV, so it is painted ,say, in blue in 3dview. Can you, please, clarify how can…

Paul Kotelevets commented on issue blender/blender#78393 2024-07-07 12:54:43 +02:00
UV editor and 3d viewport selection sync per default

I also think it is reasonable to have vertex selected in 3d space even if only partial corner selected in UV space (agree with Kohl) since such a behaviour allow to find its location with…

Paul Kotelevets commented on issue blender/blender#78393 2024-07-07 04:05:12 +02:00
UV editor and 3d viewport selection sync per default

Similar gradient highlighting has been implemented in draw xray addon.

4:00 https://youtu.be/tLi3UMlDVfc?si=HYcoYY_OtQbFSvj7

Not sure about separate corners though - but at the time we…

Paul Kotelevets commented on pull request blender/blender#116240 2024-07-02 08:59:08 +02:00
UI: Consistent Use of Chevron Disclosure Icons

@Harley A thicker/bold chevron might work better for hierarchical lists, making it less letter-like.

Paul Kotelevets commented on issue blender/blender#123287 2024-06-28 20:50:17 +02:00
2 actions not being registered to the undo/redo history

Thing like undo canvas rotation also could be mentioned there https://blender.community/c/rightclickselect/023V/#

Paul Kotelevets commented on pull request blender/blender#116240 2024-06-26 13:21:45 +02:00
UI: Consistent Use of Chevron Disclosure Icons

Also not sure that all the collapsibles are semantically equal.

Paul Kotelevets commented on issue blender/blender#123651 2024-06-25 13:20:09 +02:00
Checker Deselect operates abnormally

This is also 2.8+ known issue when checker deselect stopped to keep the active element in the selection. Offset sometimes can fix the result when it's value is set to highlight the active back.

Paul Kotelevets commented on pull request blender/blender#117157 2024-06-24 21:47:23 +02:00
UI: Improvements to Confirmation of Apply Transforms

But it is necessary to take into account that current state is more a unresolved limitation rather than proper solution to the problem of applying transform to the instances.

Paul Kotelevets commented on pull request blender/blender#117157 2024-06-24 18:42:55 +02:00
UI: Improvements to Confirmation of Apply Transforms

So at the current state a proper warning might sound like "Warning: Multiple objects share the same data, but the selection is mixed or incomplete." "Make single user and then apply transformati…