@mont29 The reason I generally don't do design tasks is that I don't want to make an abstract design for some abstract users some time in the future, I want a problem fixed here and now for…
However, any suggestions on what other operations should also apply these checks are welcome - I don't claim that the current coverage is exhaustive, it is just the obvious candidates that I…
- Firstly is this needed, is this something many users who frequently use shape-keys would find beneficial?
I find it extremely beneficial. This started when I was working on applying some…
I am not sure why the geometry nodes are different from the modifiers in this regard. The modifiers explicitly desitinguish transform from geometry components using
DEG_OB_COMP_TRANSFORM
and…
So today I tried debugging undo (specifically targeting various active layer selections), and came up with a bunch of proposed fixes for the paint modes e8805a1a3ff.
In particular, I found that…
@JulianEisel Apparently in some cases undo is disabled deliberately?.. blender/blender#101728 (comment)
@mont29 Is the active vertex group or shape key 'undoable data'? The most recent case of this that I remember is related to them. I also have vague recollection about the issue happening to maybe…
This could be because of this old patch, if nothing was changed over all these years: 1f19fba56611cb
Basically, the issue is that rendering particles on their first or last frame caused them to…
I wonder if 4d3bfb3f4 perhaps happened to fix this. I haven't checked, but with these traces I suspect the crash could be caused by a race condition between CPU and GPU subdividers when fighting…
So I thought about this and had the following mitigation ideas:
- Only show the message for the final Subdiv modifier enabled for viewport, i.e. hide if muted or not the last active modifier. …
Custom normals are incompatible with subdivision surfaces. ... Essentially to put in users mind that subdivision and custom normals should be different workflows.
If you really mean this,…
- The message reflects what happened within two last animation frames, so it won't update instantly. Without this delay UI flickers when animation is played, and it can't reset faster than one…