As much as I don't like that frozen grey gizmo, I don't know if that can be considred a bug anymore: after its introduction and many versions later, I think it was a choice of the devs to keep it…
Thank you so much @mgradysaunders for getting back at this!
I found a bug on the most recent downloadable build. If you do Shift dbl-click from top to bottom everything is fine, but if you do…
It is somewhat finnicky to drag from an object's material properties tab
Agreed, it's quite weird that there is even the possibility to drag that drop-down icon, it feels like a bug. Instead,…
I can confirm this bug doesn't occur anymore to me and the report can be closed.
This bug is still present in 3.5.1 in both Object and Edit mode.
It's a pity the development of this stopped, it's a much needed feature that a lot of people would welcome. Can we hope for 4.0?
Is it possible we have also playback "frame rate"
Nice idea! I did a quick mockup, maybe will be considered for a future patch:
When not playing animation ![fps_3.png](/attachments/9aa4ad2…
Didn't Christop already tackled this issue with this commit coming in 3.5? https://archive.blender.org/developer/D17066
I was just hoping there was a shorter way to express it.
I like some of your proposals! Although less explicit, it could be something like this:
Scene Duration: 00:08:42 (1/202 Frames)
This is great @ChrisLend! The only thing I'm wondering, as far as I can see the duration is in minutes:seconds:milliseconds, right? I would rather put it as the compact SMPTE timecode: **hours…
I can confirm this is still happening in 3.4. To me is not an issue that small, it limits specific customization of properties and values.
True, they have a solid background, but in my opinion is still similar enough to potentially disorientate because it's almost like locked.
Also, how would they look if they were also…
Even with the updated design, I still think that with all these different kind of visualization, it would take more effort for the user to learn which one is what, being less immediate than color.…
@weizhen thank you!
Well, regarding light gizmo scaling, I'll have to eat my hat: I took for granted that Precision mode with Shift had always been possible for all the look-at gizmos and for…
I don't understand what you mean, what's in the default cube scene? As shown in my previous video in the build pre-collision, combing and switching to viewport render does not create that artifact.
@mod_moder to me that looks exactly like my report! Do you see that at one point in your video, the hair shown by the hair guides/cage doesn't correspond to the hair rendered in viewport? ![clip.…