Blender UI paper cuts

color picker icon alignment fixed here:

https://developer.blender.org/D4183

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Yey! :smiley: thumbs up. Thank you!

It would be great to have these in phabricator because that task is targeted at new developers, and it’s good to know if a patch fixing my particular pet peeve would be accepted.

I think double clicking could act as what single clicking is doing on the mockup

If the tasks are child-tasks of the main parent, have no issue w/ 200 tasks.

Ok, I will go through this thread and make sure the task is updated with more child-tasks from this thread.

Although we aren’t really short on todo’s - there’s plenty of todos in the tools, keymap and papercuts taks.

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Great, one thing to keep in mind, these tasks should be small well defined - a developer who knows the code should be able to implement them without having to enter into a design discussion.

It can’t always be avoided, just good to try and make these as straightforward as possible.

As an example “Saving images on exit” - how to handle PSD images which we don’t have good support for? (saving flattens all layers IIRC because we don’t have layer supprt)

Another one “Remember the last display mode in File Browser.” - where should it be remembered as a preference, in the blend file, in the startup file, in the current session?

Of course developers can use common sense too, but it helps if you suggest how you think these features can work in more detail, so developers aren’t left asking too many questions when they have time to work on these.

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You are right to ask for more specificity. You can also respond to any of the paper cut tasks in the task list. Maybe there are unforeseen issues with some of the tasks. Feel free to point that out.

I don’t understand. We can’t save PSD’s? If not, we shouldn’t be able to edit them either then.

In the same way we store previous operator settings, they aren’t stored in the file itself but it simply remembers the settings from the last time that operator was executed. (Correct me if I’m wrong)

Checked, our PSD support is read-only, so - this means we need some way to handle that case of editing files that can’t be saved :S. Better move discussion to task though.

I noticed that on the forum of blenderartist some posts may contain the “solution” flag …
maybe that addon could be useful for sign fixes

Please put Mesh Options in the 3d editor (in the Mesh menu), it makes no sense to put them in the properties editor, since these aren’t properties of any single tool or object or scene, but simply editor options.

Hiding something as useful as Automerge Editing so thoroughly is going to frustrate a lot of new users.

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A post was split to a new topic: Preset for macos Cmd key

Environment%20sampling

Please look at this panel. Unless you already know what it does, you have a snowball’s chance in hell of divining its function. None of the tooltips are useful either.

It’s the Environment Map Multiple Importance Sampling configuration panel.

Please give this panel a clear label.

The fun thing is that this was perfectly clear in 2.79, and even had a good tooltip with a recommended use case.

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When you are editing an object with multiple materials in Shader Editor, if you swap between the object’s materials, you actually reasing a material to the slot you are editing.

I know it’s easy to come up with an easy workaround like selecting back the original’s slot material, but then you have to remember which one was the original and if you have a lot of them it’s a bit messy. Otherwise you must go to the properties panel / materials and select the material every time.

I would keep this feature as is but also add the option to just edit the material without reasigning them.

I video showing what I mean:

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As a user I would expect that rather than loading and saving, for files like the PSD there should only be a way to import them, meaning once imported, if somehow edited they would have to be saved as a new file.

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Yes, there’s no way to switch the active material slot inside the Shader Editor. Clearly there should be.

The tricky thing is how to add this in a nice and clear way in the UI.

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Somethings like this
JumpKeyframe

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One idea could be to include that same material list for the selected object in the shader editor sidebar?

Speaking of the transport controls, I miss having single frame advance buttons in the transport. Yeah, I can use left and right arrow keys, but sometimes you’re in mouse mode and just want to go a few frames either way without trying to drag the play head to exactly the right spot.

If it were me, I’d add something like <1 and 1> buttons between the Play and Next Keyframe controls. I don’t think horizontal space is too scarce there.

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Something like this
JumpKeyframe

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