Hey Lukas,
Thank you for your reply and for bringing back individual sockets
selection.
I missed it because now you select socket by left clicking. I was
trying to select them by right clicking (as it was in 2.49) and when
it failed I was sure we still don't have this option available.
This
I agree that automatic socket hiding is a bit annoying atm. Several
possible solutions (or a combination of these) come to mind:
a) Only auto-hide sockets in long lists (e.g. geometry node, render layers)
b) For nodes with only 2 or 3 sockets, don't hide them all, or only
hide if at least one of th
My question was mainly prompted by a guilty feeling perhaps not having
to do something that others might. :-)
On Sun, Apr 8, 2012 at 7:40 PM, Tom M wrote:
> On Sun, Apr 8, 2012 at 5:31 PM, Jason Wilkins
> wrote:
>> I was probably going to submit a couple of patches tonight anyway.
>> Does this
On Sun, Apr 8, 2012 at 5:31 PM, Jason Wilkins wrote:
> I was probably going to submit a couple of patches tonight anyway.
> Does this mean I need to go ahead an link those into my proposal?
>
Heh perhaps I wasn't clear enough in this part,
"Note that if you have already had a patch committed, th
I think the purpose of this requirement is to prove that you are capable of
working with blenders source and can hit the ground running. I think that
makes you covered Jason since you have participated in previous gsocs for
Blender and already have code committed to trunk- correct me if I'm wrong
I was probably going to submit a couple of patches tonight anyway.
Does this mean I need to go ahead an link those into my proposal?
On Sun, Apr 8, 2012 at 4:04 PM, Tom M wrote:
> Students,
>
> if you have submitted a gsoc proposal, part of the qualification
> process is that you should also subm
Actually, if I may make a small suggestion here, I'd probably prefer having the
sockets visible, but keep this 'view-on-proximity' behaviour for the socket's
names. =)
Having the sockets visible at all times, even without names, provides more
information about the collapsed node (number of inpu
I'd say something like this:
If I am one of not so many, let it be. Let's leave auto hide sockets
when collapsing the node, but could we have the option to hit Ctl-H to
unhide them if we want?
I know that Lukas can do EVERYTHING :-)
The point here is to agree what option would make the majori
Easy, because Lukas will read this thread and say "HEY! I could make the
sockets visible of only the nodes close to the mouse when hovering over
them" :D
Daniel Salazar
patazstudio.com
On Sun, Apr 8, 2012 at 3:27 PM, Bartek Skorupa <
bartekskor...@bartekskorupa.com> wrote:
> In many cases I do.
In many cases I do. Believe it or not :-)
If I don't like such collapsed node, I can hit Ctl-H and unused
sockets are hidden.
It was so up till 2.61.
Let me then ask another question:
What's good with this one?
http://www.pasteall.org/pic/29810
How would you connect those nodes?
Bartek Skor
What's wrong you ask? this is what's wrong
http://www.pasteall.org/pic/29809
unless you're a psychic how do you know what each of those sockets is!
Daniel Salazar
patazstudio.com
On Sun, Apr 8, 2012 at 3:15 PM, Bartek Skorupa <
bartekskor...@bartekskorupa.com> wrote:
> If I understand you cor
If I understand you correctly you mean not being able to select
individual socket and connect to the selected one?
If so - I've been fighting for bringing this feature back for some
time now.
In 2.49 we could simply select the output socket of one node, input
socket of another node, hit F and
Students,
if you have submitted a gsoc proposal, part of the qualification
process is that you should also submit a patch to our patch tracker
(and a link to the patch in either your proposal or in the proposal
comments). Preferably the patch should be for the area of code that
you want to work o
Connecting to some random nameless socket was not good either..
-1
Daniel Salazar
patazstudio.com
On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson wrote:
> You're not the only one. :)
>
> I can also confirm this is very confusing, I nearly reported a bug the
> first time I came across this (I th
You're not the only one. :)
I can also confirm this is very confusing, I nearly reported a bug the
first time I came across this (I think I eventually figured it out). I
don't think this should be a default.
Davis
On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa <
bartekskor...@bartekskorupa.com>
Hello,
Am I the only one who hates auto hide sockets when we hit H to
collapse the node?
Collapsing the node doesn't mean that I will not want to connect
anything to it later.
In older versions of Blender when we hit H - the node was collapsed
but we had the access to its sockets.
Now when
Hey everyone and Happy Easter! :)
Today's meeting notes:
1) Blender 2.63 progress
-Sergey reports we have less and less critical issues in the bug tracker
Remaining issues:
1) high memory usage of undo stack (might be fixed for 2.64?)
2) Game engine crashes with textured meshes
-Campbell reports
Hallo
Cycles makkers please note these errors (for making see above)
ound version "1.7.2")
[100%] Built target buildinfo
Scanning dependencies of target blender
[100%] Building C object
source/creator/CMakeFiles/blender.dir/buildinfo.c.obj
Linking CXX executable ..\..\bin\blender.exe
Creating libra
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