- Amsterdam, Netherlands
- https://socel.net/@julienkaspart
-
3D Artist @ Blender. Sculpt, Paint & Texture Module Coordinator
- Joined on
2018-02-01
It's just about hiding (the eye icon). And yes, it's about empty space in the viewport.
Ok I made a PR for the simplest fix I could think of: #111625. @ideasman42 I marked you as a reviewer.
True. Actually all three of these keymap entries don't really do anything that the Sequencer (Global) keymap doesn't already do.
@pablovazquez @ideasman42 What do you think? Would you be fine with having the Edge highlight enabled by default? And what about a subtle hue shift for selected verts/edges/faces depending on the…
@ideasman42 Do you have a bit of time to look into this during Bcon2? Right now this is a very noticeable issue with the new keymap changes.
I talked with @Sergey. It would be good to check what the minimum needed distance is to reliably calculate the direction of the brush. Right now it just seems way to high.
Yeah I can confirm this. It's less noticeable with radius pressure sensitivity and low pressure. But it's definitely too noticeable otherwise.
Built and tried out the patch. Not getting any warning message.
But in theory I'm fine with this. For the brush asset support we'll need to rework this but that can wait.
@ideasman42 Can you have a look at this? I'm not sure what's causing this. Probably multiple issues because these areas of the keymap are partially inherited from the default keymap?
Hmm ok seems like the Hue shift idea wouldn't solve the issue of selection mode differentiation for unselected wires ...
I think then I'd be fine with either solution. Enabling edge highlights…
In this idea the colors used are the similar to object mode for selections and active selection. So it's still within the theme.
I would discourage from enabling face dots by default. They…