Not a big deal but definitely a quirk:
You can animate a camera’s mm focal length, but not its field of view - even though they are just different units for the same thing.

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Not a big deal but definitely a quirk:
You can animate a camera’s mm focal length, but not its field of view - even though they are just different units for the same thing.

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I simply mean this:
but obviously for the vertical addon tabs …
I apologise if this was mentioned by anyone else, but the thread’s 3153 posts long 
Viewport Images/Image Empties currently function in an inconsistent way to all other object types.
You edit them in object mode, where… (god forbid Ton finds out:) they have selection highlighting and you can accidentally edit them. When you do this, it’s not written to the undo stack, and pressing undo actually undoes the last other thing you did.
So if you add an image, scale it, move it, undo will actually undo the adding of the image
the file save dialogue always reverts back to .png. Incredibly annoying when you’re rendering out several versions, as you have to change it back to jpg every time and then move the slider back to 100% quality.
Would be great if the file save dialogue could keep the last used settings.
What makes little sense is that you don’t gain any benefit from having all sockets visible in a collapsed node. You can’t read what the sockets are. There are no tool tips for any socket. You’re just saving a third of the space by having something like the Principled node collapsed and since the collapsed node is elliptical in shape when collapsed, you can’t easily organize stuff around it.
When changing tool in the image editor, the tool bar of the properties editor is not updated:
Only the viewport tool is showed in properties editor.
The add cylinder panel have the “vertices” parameter instead of “sides”

PLEASE get rid of superfluous UI animations. What a waste!
When paint in Vertex Color mode, and Viewport Shading has the vertex color activated, the color becomes saturated because it is duplicated.
When I Sample Color with (s), the captured color is more saturated from the one percibed. It confuses a lot, to the point of looking like a bug.
I understand the reason, but it would be good to prevent this “error” by blocking or canceling the duplication of the superposed color.
you can just change it once in the output panel! Afaik the save dialog takes what is there as default
Isn’t it just the same? But anyway I agree: I’m used to say that an hexagon has six edges, not vertices.
Some example?
In a circle maybe, in a cylinder you have double vertex in reality.
Our “Cylinder” is really a geometric prism with varying number of sides. So yes, the “vertices” should be “sides”.
In fact there might be some argument for having a unified “add prism” that is called when adding either a cylinder or a cube, with differing defaults. Add a “cylinder” with “vertices” set to 4 and you will see there are nicer options there. In fact might be nice to have separate top and bottom radius…
Here’s how a proper cylinder primitive looks like 
And most important, the primitive don’t die when you click off 
everything nodes will save us all … or at least hopefully hehehe
Maybe, but I don’t want it to be like houdini. That’s just too much.
Custom panels drag and drop wrapper for nodes, will save us from houdini .
Always hopefully … 
Just bumping this one, you guys destroyed what was working correctly, what used to be always visible & takes only one click from the T and N Shelves now takes 2 to 3 clicks and hidden in menus, you can imagine doing that thousands of times just for basic modeling tools, you slowed us down and working with blender became so slow, Thanks for that eveyone.
I don’t care about the tools the old UI was functional and had tons of options there that only took one click the new one is useless and i bet their own Artists don’t use it, now you have to remember the hotkeys or do more clicks not to forget it lost tabbing for addons and what not, working with 2.8 is extremely slow, monitors are becoming bigger and wider/cheaper so space is not an issue here but breaking people’s workflow and making software slow is unacceptable, how you people accept this is beyond me, maybe you used to do that in other softwares like Maya,Max and what not but Blender was built for speed and efficiency and them trying to go the industry standard while destroying what worked for people in the past years is careless and will hurt users for the long run.
Hmmmm no that’s not too much. In fact that’s exactly, perfectly what we need !