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temp-sculpt-dyntopo
refactor-mesh-face-generic
blender-v3.3-release
refactor-mesh-corners-generic
refactor-mesh-sharp-face-generic
gpencil-new-data-proposal
overlay-next
temp-sculpt-roll-mapping
sculpt-dev
tmp-volume-matrix-api-update
tmp-eevee-shadow-commit-mp
universal-scene-description
cycles_path_guiding
temp-vulkan-descriptor-sets
tmp-eevee-shadow-commit
temp-angavrilov
asset-shelf
brush-assets-project
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
temp-pbvh-split
temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
temp-offset-array-ref
blender-v2.93-release
blender-projects-basics
temp-pbvh-seam-texturing-tweaks
temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
temp-linux-35x-libs
refactor-mesh-corner-normals-lazy
temp-py-gpubatch-draw-advanced
xr-dev
temp-vulkan-shader
bevelv2
soc-2022-soft-bodies
arcpatch-D16436
tmp-dynamic-usd
temp-image-engine
tmp-vfx-platform-2023
soc-2022-many-lights-sampling
tracking_tools
nla-scale-fix
principled-v2
temp-ui-cpp
temp-ghost-vulkan
tmp-libs-2.93-lts
temp-T97352-3d-texturing-seam-bleeding-b2
temp-xr-virtual-camera-experiment
temp-vse-retiming-tool
gpencil-next
temp-sculpt-brush-channel
asset-browser-grid-view
temp-asset-representation
temp-gpencil-automask
tmp_libs_34
temp-T101905-gpu-backend-argument
node-add-asset-menu
temp-collection-objects-link-multiple
temp-texture-painting-gpu
tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
temp-sculpt-normals-masking
temp-sculpt-cavity-mask
temp-pbvh-vbos
tmp-usd-alab-v2-T100452
refactor-mesh-selection-generic
temp-T96708-brush-texture-refactoring
temp-chunk-list
feature-imformat
temp-geometry-nodes-evaluator-refactor
refactor-mesh-bevel-weight-generic
temp-chunked-list
temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
refactor-mesh-hide-generic
blender-v3.2-release
sculpt_curve_collisions
temp-anim-editors-redo-panel-D14960-D14977
retopo_transform
temp-libepoxy
temp-T99046-platform-reference-images
geometry-nodes-rigid-body-integration
file-browser-grid-view
temp-legacy-mesh-format-option
arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
temp-deform-curves-on-surface
cycles_oneapi
temp-viewport-compositor-merge
temp-texpaint-automasking
temp-deform-curves-with-surface
asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
temp-T98708-gpu-conservative-depth
lineart-shadow
temp-lineart-contained
cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
temp-T97905-compositor-meta-data
lineart-cas-2
temp-T97272
temp-T97907-compositor-meta-data
temp-T96952
tmp-usd-mak-c87f6242
temp-outliner-library-override-hierarchy
lineart-object-load
tmp-eevee-next-merge
draw-deferred-compilation-experiment
soc-2021-porting-modifiers-to-nodes-remesh-voxel
blender-v2.83-release
tmp_lib_update_32
temp-mesh-cpp
temp-viewport-compositor-compiler
temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
devirtualizer
temp-T96709-painting-target
temp-collection-assets
temp-lineart-embree
temp-multi-function-eval-varray
temp-sculpt-colors
soc-2021-curves
blender-v3.1-release
temp-vertex-paint
temp-vse-channels-edge-panning
eevee-rewrite
temp-library-overrides-outliner
cycles_hydra
temp-3d-texturing-brush-b
temp-abc-features
tmp-transform-navigate
temp-image-buffer-rasterizer
soc-2021-porting-modifiers-to-nodes-remesh-blocks
temp-3d-texture-brush-prototype
temp-fix-normals-custom-data
viewport-compositor
bli-math-basic-types
soc-2021-simulation-display
greasepencil-object
temp-license-header-spdx
KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
temp-gpu-image-engine
tmp-eevee-rewrite-compilation-error
draw-viewport-data
temp-T94900-b
temp-T94900-gpu-viewport-default-layers
temp-T94185-id-remapper-ui
tmp-workbench-shader-create-infos
blender-v3.0-release
temp-geometry-nodes-extrude-mesh
tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
temp-usd-prev-export2
tmp-core-id-remap-test-cases
temp-vert-normals-cleanup
temp-move-geometry-to-cpp
tmp-vector-template
drw-gpu-wrapper
temp-geometry-nodes-extrude-and-scale
temp-scale-elements-node-test
temp-usd-udim-import
temp-copy-on-write
temp-T94185-id_remapping-experiment-a
temp-llvm-testing
nurbs-opencascade
temp-usd-preview-surf-export
soc-2021-uv-edge-select-support
T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
temp-geometry-nodes-text
tmp-vulkan
temp-T90535-usd-alab-material-import
node-tree-update-refactor
temp-sample-sound-node
temp-interface-region-search-cpp
temp-enum-socket
temp-link-portals
temp-unity-build-test
geometry-nodes-level-set-nodes
temp-virtual-array-value-type
soc-2020-io-performance
studio-sprite-fright
temp-cycles-source-reorganize
asset-browser-snap-dragging
temp-python-zstandard
soc-2021-porting-modifiers-to-nodes-merge-by-distance
temp-compositor-cleanups
temp-eevee-gpencil-rewrite
temp-vse-handles
temp-ui-tweaks
xr-controller-support
temp-node-common-cpp
temp-varray-get-set-multiple
soc-2021-uv-editor-improvements
temp-geometry-nodes-output-attributes
soc-2021-knife-tools
temp_test_sc_keymap
cycles-x
temp-field-visualization
soc-2021-curve-fillet
temp_bmesh_multires
temp-cocoa-scroll-acceleration-fix
temp-socket-decl-refactor
fluid-mantaflow-gpu
soc-2021-vse-strip-thumbnails
temp-noise-nodes-cpp
temp-compositor-canvas
T90952
temp-parallel-multi-function
temp-geometry-nodes-fields
grab_walk_fix
soc-2021-adaptive-cloth
temp-geometry-nodes-fields--fields-jacques
temp-cpp-ghc-filesystem
temp-geometry-nodes-fields--fields
temp-geometry-nodes-fields--anonymous-attributes
refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
temp-geometry-nodes-fields-prototype
temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
soc-2021-geometry-nodes-regression-test
node-group-single-socket-nodes
curve-nodes-modifier
temp-geometry-nodes-curve-sample
geometry-nodes-unnamed-attributes
temp-nodes-intersect-alt-key
tmp_arcpath-D11868
refactor-vertex-group-names
temp-gpencil-bezier-stroke-type
temp-gpu-uniform-builtin-structs
wintab_fallback_walknav
temp-socket-inspection
temp-long-link-dimming
fixed_width_integers
lineart-bvh
temp-gpencil-camera-reproject
temp-gpu-push-constants
temp-attribute-processor
temp-cpp-type-cleanup
temp-geometry-nodes-curve-deform-node
wintab-logging
fix-tablet-walk
geometry-nodes-raycast
temp-spreadsheet-row-filter
lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
temp-gpencil-masking
temp-ffmpeg-4.4
temp-attributes-panel
profiler-editor
FixT87160_DSE_Channel_Selection
temp-interface-cpp
geometry-nodes-curve-support
info-editor-cpp
temp-attribute-transfer-node
virtual-array-attributes
temp-pose-slide-D9054
spreadsheet-active-node
ui-asset-view-template
temp-node-tree-pages-prototype
override-outliner-view
temp-geometry-nodes-processor-prototype
temp-any-instead-of-variant
temp-unreachable-abort
temp-spreadsheet-instances
temp-geometry-nodes-instances-api-v2
temp-geometry-nodes-instances-attributes
geometry-nodes-mesh-primitives
temp-asset-tools-prototype
temp-geometry-nodes-mesh-primitive-line
lanpr-under-gp
temp_D10504-2_nla_keyframe_remap_upper_strips
blender-v2.92-release
usd-importer-T81257
temp-spreadsheet-editor-python-prototyping
temp-spreadsheet-editor
override-refactor-tmp-2
temp-derived-node-tree-refactor
T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
temp-weight_mirror
temp_T76472_graph_editor_fcurve_extrapolation
eevee-closure-lib-cleanup
eevee-dof-refactor
eevee-probe-roughness-fix
eevee-ggx-lut-fix
df0bce3f7d0
temp-geometry-nodes-instances-api
tmp-ocio-v2
temp-nodes-redesign
tracking_proportional_editing_v2
blender-v2.91-release
temp-uv-face-select-no-thresh-when-inside
temp-D10103-nla_support_strip_overlap_during_transform
fracture_modifier
temp-point-distribution-refactor-experiment
temp-experimental-cpp-math-refactor
vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
temp-D8687-directly_select_fcurves
geometry-nodes
soc-2020-testing-frameworks
geometry-nodes-point-separate-node
temp-nla-strip-alignment
temp-atomics-int16
geometry-nodes-deduplicate-float-math
asset-metadata
geometry-nodes-active-modifier-drawing
attribute-accessor
geometry-nodes-attribute-nodes
temp-T82588-box-select-invisible-keys
greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
temp-fix-headerless-panels-switch-windows
temp-gpencil-fading-modifier
temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
temp-T81874-box-select-active-keyframe
geometry-nodes-transform-node
temp-trimesh-sculpt
geometry-tree-evaluation
fcurve-modifier-panels
temp-fcurve-key-insert-follow-curve
temp-fcurve-active-keyframe-D7737
mesh-to-volume-modifier
blender-v2.90-release
soc-2020-fluid-tools
property-search-ui-v2
tmp-T80603
soc-2020-greasepencil-curve
tmp-gldebuglayer
tmp-gltexture
soc-2020-custom-menus
active-fcurve-keyframe
soc-2020-soft-body
newboolean
fail-on-memleak
soc-2020-outliner
soc-2020-production-ready-light-tree-2
soc-2020-info-editor
property-search-ui
temp-ui-button-type-refactor
soc-2020-production-ready-light-tree
particle-solver-dev
tmp-gpu-context-isolation
soc-2020-xr-input
temp-remesh-octree
mac_arm64
tmp-eevee-glsl-cleanup
tmp-pointcloud-render
buildbot-lts
asset-engine--archived
asset-uuid--archived
eevee-motionblur-object
modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
temp-lanpr-review
gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
xr-world-navigation
blender-v2.82-release
node-tree-ref
simulation-access-modifier
blenloader-decentralization
temp-test-point-cloud-simulation-depsgraph-integration
functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
soc-2019-adaptive-cloth
tmp-drw-callbatching
soc-2019-outliner
soc-2019-cycles-procedural
temp-D5423-update
temp-vr-draw-thread
blender-v2.80-release
tmp-batch-cache-cleanup
soc-2019-fast-io
temp-toolsystem-multiwindow
blender2.7
collada
soc-2018-npr
temp-keymap-industry-compat
temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
cloth-improvements
soc-2018-cycles-volumes
hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
soc-2018-hair-shader-fixes
temp-udim-images
soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
tmp-CollectionsAnim
tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
tmp-COW_InsertKeyframe_Fix
temp-unified-collections
temp-modifier-rm-cddm
tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
soc-2016-pbvh-painting
soc-2017-vertex_paint
soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
temp_remove_particles
temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
UI-experiments
UI-graphical-redesign
missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
GPU_data_request
depsgraph_refactor
multiview
vertex_paint_pbvh
alembic_pointcache
cycles-ptex-49
viewport_experiments
soc-2014-bge
texture_nodes_refactor
input_method_editor
GPencil_EditStrokes
soc-2014-shapekey
terrible_consequencer
GPencil_FillStrokes
libmv_prediction
blender2.4
dyntopo_holes
soc-2014-viewport_context
gtest-staging
blender-tiles
soc-2014-viewport_fx
soc-2014-remesh
soc-2014-nurbs
pie-menus
soc-2014-cycles
soc-2013-paint
particles_refactor
soc-2013-viewport_fx
tiles-scheduler
bake-cycles
soc-2013-cycles_volume
overscan
soc-2013-depsgraph_mt
soc-2013-dingto
soc-2013-sketch_mesh
soc-2013-rigid_body_sim
soc-2011-tomato
soc-2013-bge
soc-2013-motion_track
soc-2013-ui_replay
soc-2012-sushi
ge_dev
soc-2013-depsgraph_eval
soc-2008-mxcurioni
soc-2012-bratwurst
soc-2012-swiss_cheese
soc-2012-fried_chicken
meshdata_transfer
smoke2
tile
soc-2011-cucumber
bmesh
soc-2011-carrot
cycles
soc-2011-garlic
soc-2011-radish
soc-2010-nicks
vgroup_modifiers
soc-2011-pepper
soc-2010-jwilkins
merwin-spacenav
bge_components
soc-2010-merwin
render25
soc-2010-nicolasbishop
soc-2009-chingachgook
soc-2010-nexyon
soc-2010-aligorith
ge_eigen2
sculpt25
soc-2009-jaguarandi
soc-2009-imbusy
soc-2009-kazanbas
blender2.5
volume25
soundsystem
soc-2009-aligorith
sim_physics
ge_dome
etch-a-ton
soc-2008-nicholasbishop
animsys2
projection-paint
harmonic-skeleton
soc-2008-jaguarandi
fluidcontrol
apricot
soc-2008-quorn
cloth
ndof
orange
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For Blender 2.8, we want to make some improvements to the splash screen.
One of the main things we want to do here, is to provide an easy way to get started with various types of projects. You'll want a different setup if you are doing a 2D animation project, than if you are doing sculpting. That means, both some different objects in your scene, but also a different starting Workspace, and perhaps other things too.
The other thing we want to include, are links to tutorial videos about learning Blender, and also about new features for each release.
Lastly, Blender has many obscure features that even many seasones Blender users don't know about. We want to surface those by showing users various random tips.
Visual Example:
First Launch Setup Screen
The splash screen could also help making the setup process smoother when first launching Blender. There are several options and settings that users will want to easily configure once, such as the keymap, the language and GPU rendering. We want to make these settings more discoverable and accessible.
This means we can remove these items from the normal splash screen, to make it cleaner and simpler.
Pressing the Done button would lead users into the regular splash screen.
Outline:

Visual example:
We could then lead new users to a screen with several links to start learning Blender:
Added subscribers: @WilliamReynish, @pablovazquez
Added subscriber: @YAFU
Hi.
Where "Build number" item appears, could it be a button that "directly copied to the clipboard" some short useful information for when you report a bug? (version/build/hash and maybe some very short information about System and GPU/CUDA/OpenCL/OpenGL).
Added subscriber: @JonDoe286
Added subscriber: @mendio
I really like the proposal. An "Open" button below recent files section to open files when you don't found what you are looking for in the list could be very handy
Added subscriber: @antoniov
One option that is missing in the current splash is to be able to remove a recent file from the list. It's very annoing to have the recent list full of files that opened only once, and you must open again the "most" used files to keep your recent list clean. This feature is available for example in VS2017, where you can remove a project of the recent opened projects.
It would be great to have a Pin button for files, to keep them always in the recent list. Thiis very useful when you have a main scene file, and you open different props files, you always wnt to keep the main file in the recent list.
Really like the 1st mock-up. Everything looks nicely compartmentalized into their own block sections. Also, visually communicates the different templates with their own respective thumbnails (easy to click), etc. Looks more Modern too. :) Main thing it does well is, it visually communicates each section clearly. I think that's important on a Splash Screen. For example in an Image/Video Editor. If you have a splash/startup/new project screen with thumbnail versions of different layouts/templates vs a list version of them. The thumbnails easily win. Clear and Distinguishable. Even for someone who finds it difficult to read. (Language, Poor Eye-sight, Screen Size, Etc.)
The alternative one looks a bit like a webpage or blog section and feels like it takes too much vertical space. And severely limits awesome splash art(s) to either conform or crop to fit into a weird vertical aspect ratio.
Also agree with YAFU. Clicking on the Build Data and Copying it to Clipboard would be super useful. And maybe have a link to Report Bugs on the splash itself? Preferred behavior would be to have a bug report form/window we could fill, sign and submit. But that's too much work. So a link which directs users to; https://developer.blender.org/maniphest/task/edit/form/1/ would be great! :)
Added subscriber: @nokipaike
this splash screen is superbe
Updated mockup to include suggestions from Matias & Antonio
Added subscriber: @brecht
@WilliamReynish, the splash screen looks nice, though I doubt we will have time do redesign it for the beta.
In the UI meeting we agreed on start with an empty scene + some buttons per workspace to create an initial setup. If we want to go a different way with the splash screen and application templates that can work as well, but then we need to revisit this topic next week..
Perfect. :) Btw, William. What do you think about using 3D Modeling or Modeling vs Poly Modeling? (just brainstorming ideas)
Also wouldn't it be better to have 3D Animation right there in the main list rather than in the 'More' section? 2D Animation, 3D Animation, Modeling, Sculpting, Tracking -or- Texturing?, More (+)
Blender has become quite appealing as a 2D Animation tool after the new Grease Pencil update. (it always was since Hero, but now it's just more!) Should totally use the Splash to show that off at launch. :)
Also a user on BA Forum suggested if we might have the functionality to have a Custom Templates button under More section. (for advanced users)
And maybe someday even be able to re-arrange template list or pin most used ones to the main row (squares). Kinda like what firefox does on it's homepage with top sites row. Just bouncing off ideas.
@brecht: In that case I misunderstood the conclusion of the meeting.
As I understood it, the idea was that we'd have these 'templates' (maybe internally they are just operators), which would give the user a better starting point for various types of tasks.
If the user wants to start doing 2D animation for example, currently they have to go through a bunch of steps to get to a state where they can begin. I thought this was what we agreed we would aim to do?
We could also somehow give users access to the same operators if they go to 2D Animation Workspace with no GP-object in the scene. But the issue is then where to put it? It'd have to be somewhere super obvious to be useful. I can't think of a really great place though, other than an obtrusive popup or floating thing in the viewport?
Even if we do that, it's still more work in the end for artists who just want to start doing a 2D Animation (for example)
@brecht Hey Brecht. There's a lot of fuss about the General workspace being replaced. And Modeling with No Timeline, being the new Default. Since that's the first thing a new user sees when they launch Blender. Argument is, it's better to have timeline available rather than having to specifically switch to an animation workspace. So a new or existing user who wants to do some quick animation can do so in the default workspace, without the hassle of switching to a dedicated animation layout. (which can also visually look complex for someone starting out or un-necessary if you just wanna do quick animations in viewport.)
Also in Blender opening up a new panel isn't as simple as Window > Timeline in other apps. Gotta split view and change editor type, etc.
I personally hide the timeline cause my focus is on modeling/sculpting. But for the masses, I hope we can get the Timeline back in a Default Tab. And let the users who don't want/use it like myself just hide it themselves, or just use the specialized layouts. :)
PS: You need to get in front of the Camera more mate. More interviews with Pablo. :D Thanks for all the hard work.
Added subscriber: @Loner-2
Already set up different workspaces this is a great option. Because there will be no need to configure. If someone needs something of his own, he will simply create his own workspace.
P.s. First Splash Screen Design is perfect.
@WilliamReynish, we could do the application templates, it's just different than what I noted down. There might have been some objections that I don't recall. I think one concern was that it would be a bit annoying to go the splash screen to be able to access the different templates easily, but we can solve that by putting all the application templates under File > New > .. and Ctrl+N.
@JonDoe286, it's best to leave any feedback about what you think should be in the workspaces here, that's what Pablo is creating/tweaking the workspaces based on:
https://devtalk.blender.org/t/call-for-content-workspaces/1175/165
Just a thought in terms of implementation:
This could actually be really simple. Rather than launching full-on application templates, these buttons could run a simple operator. Eg, for the 2D Animation template, it would do the following:
@WilliamReynish Maybe we could make more customizable if we assign a python script to each button. In this way we can change settings without recompile. Maybe press button would be:
Antonio: For sure, that's essentially what I meant. Makes sense to just do it in Python I think.
Added subscriber: @PierreSchiller
I adressed this before, and I will write it again: Please let the layout of the splash screen be easy to be customizable by the user. Either by placing it via a template or as a self designed layout using a common code design tool (wysiwyg online editors for css /joomla/wordpress come to mind)
I vote for the LONG vertical design. It was my original proposal some months back.
And yes, please allow space to customize a startup workspace for custom Application Templates.
Thanks for keeping up the good work.
Added subscriber: @0o00o0oo
I just wanted to say I like the first horizontal design a lot, especially with the strip of templates with quick visual representation of the different modes. It actually stirs in me the the desire to want to get into the program and work/explore, which is a huge plus.
The vertical design is cool because it's different, but I think horizontal aspect ratio will lend itself better to accommodate the typical framing of renders.
Added subscriber: @joahua
In the UI Workshop Write-up it was mentioned that the splashscreen could be a multi-page quick configuration wizard.
Will this also be included in the new 2.8 splashscreen (for the first release or later) ?
Yes and no. This is a design that solves basically the same things as in that document, without the need for multiple pages.
Update: I split the splash screen in two: The regular splash screen, which displays items relevant for every launch, and the Setup Screen, which would only appear on the first launch.
@WilliamReynish +1. Setup Screen looks good! :) What do you think of using something other than Input for primary mouse-click? The term Input generally is inclusive for mouse + keyboard input (Hotkeys). Maybe just Mouse, Mouse-Click or Selection? In Blender User Prefs. It's under 'Select With'. Just a thought.
Also in main Splash Screen (One that launches with Blender each time), would be nice to have a 'Show this panel at startup, Show at startup, Show splash screen, Etc.' checkbox as a secondary to having it in User Prefs. Somewhere in the bottom corner maybe?
It could be called Select With, but it's not a completely accurate descriptive of how the left click select feature will work in 2.8. It really means 'favour left click for both selection and tools' or something like that.
Yeah, Input does fit nicely to the alphabetical/vertical sorting of the labels. So even I like it. Just felt a bit vague cause even hotkeys can be considered 'Input'. But hey, Blender has become synonymous with Right-Click through the years so hopefully people will know why they gotta select their primary mouse button. :) --- I think 'Mouse Input' would be much more descriptive but breaks the flow with the other labels. Hmmm.
Maybe we can leave the labels as is and after the drop-downs have a small (?) which gives a tool-tip popover with a small description of what this setting really does? Can come in handy for Render settings too. As you said, "Favour left click for both selection and tools." --- And if that's too cluttering, have a single (?) button bottom right corner of setup screen, including all labels and single sentence descriptions of what they do.
Here are some mockups I made for a splash screen proposal, which I posted on BlenderArtist some years ago :
(I would have just linked to this, but unfortunately there are problems right now with accessing this particular thread on the new BA).
Main splash screen
Sub-splash screen - settings
Sub-splash screen - help
The idea here is to have 2 'sub-splash screens' - settings & help. Were the user easily can get access to core settings - and find links to learn the program. To get back to the main splash screen, the user would press the back button (upper right corner).
The collection of settings in this mockup isn't that well thought through, just to show that the screen real estate have room for a essential collection of settings.
Anyway, this setup could be a addition to the concept of having a setup launch screen (when the program are started the first time).
Updated - changed name to Input Device.
Hmmm. I'll be honest & objective here and say, Input/Input Device still seem quite broad. It's still an all inclusive term for stuff like Mouse, Keyboard, Stylus, Tablet, Etc. But doesn't explicitly say, "This is your primary selection & tool manipulation mouse-button." But if you and the other devs feel it works. Let's go with it. :)
Well, that’s also the point. It could include other input devices here also.
Oh, If that's the case. Then sure, it works. Sorry mate, didn't know you guys were planing to allow selecting other input devices in that setting. Maybe I missed that detail in the task description above? I should check. :) Currently Mouse or Stylus, it's only limited to left/right-click select in Prefs. So thought that was all this setting covered. Good stuff.
Added subscriber: @DuarteRamos
I like the idea of "multiple splash screens", I find it to be a nice compromise between everyday usability and welcoming new users.
A way to explicitely navigate between them would also be nice so users don't feel lost or can alter any chosen settings.
Both some sort of tabbed setup, or link with "back" buttons seem fine as shown in the above mockups.
Speaking for myself I would say most users will not use splash screen links that often after first launch, so in an attempt to save space i'd say.
Combine the link to blender.org with the logo on top left (Maybe a hover effect to make it more obvious).
Likewise clicking the version number could take you to the release notes.
As suggested before clicking a build number could copy it to clipboard. Or perhaps pressing Ctrl+C while hovering (like other property buttons) and clicking it would take you to the developer site to report a bug (bonus points if it pre-fills the version number in the template)
This would hopefully leave more space to make other links (like the development fund) more prominent, or have a longer recent file list.
Maybe links to tutorials and education material could be their own category or tab.
Beautiful the initiative of the first start setup and also the "new functions" tour.
a note on this point:
For the new features added with the new releases of blender, just yesterday I walked around the site to refresh and rediscover features that I lost in the past years .. but I noticed that many links of old releases that led to the wiki are broken .. It would be useful if this possibility to explore the new features based on the released versions, and it would be useful and funny if it were listed which features have been improved and which deprecated and replaced.
Even taste just to get a historical overview from where we left to where we arrived. They are very exciting to study and create appreciation, and better focus the trajectory for the future, perhaps rediscovering at the level of ideas some functionality that existed but that over time went into the forgetful.
The 2003 periods with the release of the opensource code, the year of "study of the code", the acceleration of the adjuncts of functionalities starting towards the end of 2004, the first reorganization of 2008 with blender 2.5, the solidification period of the following years until the arrival of the third blender revolution 2.8 ..
A historical archive of functionalities and phases of well-organized and easily flowing evolution will help to improve future versions.
Best regard and thanks for the good work.
Added subscriber: @JoeRex
I really Like the UI design on the Splash screen.

One suggestion, Instead of having complete theme list please show UI modes in Blender Dark and Blender Light (Just Two Themes).
You can add a Note in the bottom, "You can change these settings in the User Preferences Tab". So that would be very simple and easy for beginners too.
Even simpler: We should remove most of those built-in themes. Most of them are not well maintained, are not readable, not useful and were the result of a few experiments years ago. We could keep just a small handful, or even just ship with the two light and dark ones.
Added subscriber: @ManuelGrad
Totally agree! Most of the themes just look plain ugly and dont work for 2.8 at all.
Giving the user 20 bad options to ruin the first experience is not helping.
Added subscriber: @lsscpp
I like the design a lot. Now that we have this "First launch setup" layout, I think it would make sense to have an homonym operator somewhere* to call it anytime.
*edit: in preferences?
Added subscriber: @sebastianmroy
Please put LCS as default, because many people can ignore the First Launch Setup Screen and have the problem of clicking and do nothing. Usually users experienced in other software only look slightly new software that are in the same category and if they find it interesting to see some videotutorial about it. And although Blender is very popular many do not know about it, I recently gave a talk at a university and will be amazed to know that the guys only knew about Autodesk products. Obviously they didn't know that there is software that uses RCS. I explained RCS and LCS with its advantages and disadvantages, but nobody wanted to choose RCS. If you really want to give importance to RCS you should put a link to blender.org explaining the advantages. An experienced user knows how to put RCL. Maybe a vote could be taken in the community to make it more democratic?
I like how the splash screen is shaping up. I saw the following shot on Blenderartists: [image]
Something that could be really useful is adding a small "Why Right?" (or just simply "?") next or below the selection option.
It could pop open a floating text box on hover that quickly explains the benefit of using right-click select. Or play a video on click in a floating box that succinctly illustrates some benefits.
This would be helpful for newcomers who doesn't know why this would even be an option.
Added subscriber: @AxelMening-4
Settings for mouse button selection, theme settings, render settings, etc on splash screen, don't make much sense.
for a new user
Because they have no idea what these settings are for, and why they should customize them.
for advanced users
Experienced users already know where these settings are.
for professional users
Professional users are likely to upload the settings file.
These settings are pleasant, but not incredibly useful. And for new users, they will be a bit confused.
@AxelMening-4: The best way to solve the new user experience is to simply make the best choices for the default experience, as well as easy links to learn how to use Blender. This setup screen is mainly for when you install Blender on a new system and need to set up the basics.
Added subscriber: @Skrapion
Fusion 360 has a really nice way of handling the input settings on your first launch.
The problem with the design posted here is that only advanced users know what "Blender default" or "Industry Compatible" means, and advanced users already know how to change the keymap in the settings. New users will just guess at which one sounds best, and if they then don't like the keymap they chose, they'll be surprised to find that those "discoverable and accessible" settings are no longer where they discovered and accessed them.
Fusion 360 puts these first-launch settings in a non-modal window that stays open on the side of your workspace and updates your input settings in real time so you can experiment with different settings, and you don't have to dismiss the window until you're convinced you have the right settings for you.
Added subscriber: @MarkusBawidamann-4
And update on this one or did this super important feature die?
I did this proposal in 2018 and when I look at the Splash screen, it is still not done.
https://blender.community/c/rightclickselect/lbcbbc/#5f7264219c1221510ea729df
Tutorial videos are much more important than text documentation for newbies in my opinion, it would help big time to get newbies properly onboard by them understanding that Blenders UI is not "strange", but just different and also super efficient from what they might know from other 3D Software.
Any movement in this? Can it finally happen? We now have officially recommended tutorial videos.
Added subscriber: @Harley
@MarkusBawidamann-4 - Which part of is very important to you? Is it what is presented to users in the splash or is it about tutorial videos?
Currently brand-new users will see a splash that is meant to get them started quickly, while asking as little of them as possible. So Language, interaction, theme. Looks like this on first start:
On subsequent starts it looks like this:
As for video tutorials, the Help menu contains an item called "Tutorials" that goes to a page containing links to dozens of video tutorials: https://www.blender.org/support/tutorials/
So are you just asking that the "Tutorials" link be on the Splash screen, or for something different?
Yes, they should see the link to the video tutorials on the splash screen:
"New to Blender? Get up to speed with our special and very efficient UI in these video tutorials:
Videos are very accessible and allows people to get started quickly. I know they are linked in the help menus, but I want this to come to a user, not the user have to go look for it. If a newbie assumes that Blender has a standard typical (Maya / Photoshop) type interface, they will get confused and think the tool just has a bad UI. If we can get a user to watch a video ASAP, they will get it and start on the right foot.
The first splash is actually asking questions, but not providing answers, which is not good in my opinion. It should not ask newbies about left or right click to select, as a new user will not get why this is a question at all. It should default automatically to left click and not ask . The second Splash is much more important for a first start.
For the very first start, I would actually display both splash screens, to make sure the user gets help and sees all links.
Asking the user too many irrelevant questions is not good in my view, for example the Language is super important, but the question about which shortcuts to use is confusing (and potentially problematic, as if you switch it to anything than Blender, you won't be able to follow tutorials, as all the keys won't be the same and we should introduce them to the Blender way, not conform to other tools)
The question with the space bar is superfluous, as it now defaults to play. If a user is advanced and wants to configure this like it used to be, they can do that in the prefs, they can find the prefs easy, while newbie gets confused by these questions "Why am I asked this? Why should I use right click to select?"
So even without changing the first splash screen, BOTH should be displayed one after the other and have a link to tutorials, which is the normal way that a newbie will star learning. No newbie goes to the documentation page and reads through all 2000 pages of docs anymore.
So the very first time a user starts blender, if he/she is a newbie, he/she gets no help at all in form of a splash screen at all, no links to nothing, just questions. Not ideal: If they can't figure out the interface intuitively by themselves, they might just kick it to the curb and quit using it, since they don't know that there is another Splash screen coming up later.
I would change the first splash screen (which it actually is not), to a "first run dialog", that looks more like a window, where you can set these options and reduce it to just LANGUAGE, THEME "load previous settings" and "save new settings".
It should not look like the second splash, since it is not a splash screen at all.
The splash screen should stay simple and readable, it should not include anything superfluous.
There for example should not be a link to the blender website, as the user just came from there (that is where they downloaded Blender) and should be replaced by the tutorials link.
Also, why not use icons instead of so much text on the splash screen? Like substance painter does it?
{F8933666}
Added subscriber: @Jewls
Please don´t share screenshots of copyrighted software.
Huh? What? Why is this a problem here and not anywhere in the web (Twitter, rightclicktoselect, blenderartists, facebook, any forum I have ever seen)? This is covered by the fair use doctrine.
https://fairuse.stanford.edu/overview/fair-use/what-is-fair-use/
I'm commenting how another software does it better.
Are you concerned about the new censorship law in the EU, the upload filter?
It's fair use for you to post it, but it opens Blender developers for accusations of copyright violation when they implement features, even when they have not even seen your post.
Regardless, this is a rule for all Blender development websites that has to be followed.
I can certainly understand that you want to avoid legal problems and entanglements at all costs, no matter how unlikely or likely they are. Makes you able to spend more money on real development and features instead of on lawyers. ;-)