Carsten: Yes I understand the frustration of a constantly changing ui very well, but bringing back the old behavior was what I was after too. I'll change it tomorrow so that switching from a possible texture owner panel to the texture panel works like before. The user preference to keep the context selector "pinned" can be added at a later time if it's needed.
Daniel: This has been an age old problem in Blender and I think it will need some more thought before implementing anything. I don't think editing of unlinked data has ever been possible in Blender, so I'm not sure if direct access to unlinked stuff is really the best option. However I don't really see any obstacles to for example adding more contexts to the selector for modifier/node/etc. textures (I'm nearly done with particle textures for example and this will be added to the selector soon). janne On Tue, 08 Feb 2011 23:08:33 +0200, Carsten Wartmann <[email protected]> wrote: > Am 08.02.2011 21:22, schrieb Janne Karhu: >> Carsten: The placement of the actual context menu is still under >> debate. I >> originally had the menu in the old location of the "brush" button, but > > ... > >> I also think both behaviors (context by selecting "parent" first vs. >> explicit selection via the new selector) are useful, so this could >> perhaps >> become a user preference. > > I apreciate your effort and works very much, but please keep in mind > that we are in a late beta phase please don't change much now, the > autors of already written or "just before relase" books will be very > thankfull. > > Development is a key to blenders success but also to have good > documentation which a (professinal) user can rely on. In this context is > is I think more acceptable to have a "not optimally" working but > documented solution rather than a well working which is no where > described or even worse which is not working like described. I.e. I > wrote at several places: "switch directly from the world context to the > texture context, add a texture..." which will now NOT work anymore, but > add a material texture. > > Hope you get my point. > > Carsten On Tue, 08 Feb 2011 22:31:32 +0200, Daniel Salazar - 3Developer.com <[email protected]> wrote: > Ok but texture datablocks are used in more places, for example > modifiers like displacement, particle systems or individually in > shader node trees, in all this cases you need to create a temporal > material slot just to access the texture.. we need to be able to > create and access unrelated textures > > cheers > > Daniel Salazar > www.3developer.com _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
