Playback LOOP! — Blender Today LIVE #276
Changelog between February 20, 2026 - March 03, 2026 at 12h
259 commits in total, of which 66 are fixes, 19 refactors, and 35 cleanup.
Animation
- 🔸 Anim: add loop modes to the playback popover - Dr. Sybren
Asset Browser
- Asset Browser: Move "Download Assets" first in context menu - Julian Eisel
Assets
- Assets: Add debug for remote library thread safety - Julian Eisel
- Assets: Remove unnecessary assert in Preferences UI code - Julian Eisel
Attributes
- Attributes: Utility function to mix indices - Hans Goudey
BKE
-
BKE: Add descriptive assert for uninitialized
CurveMappingon eval - Sean Kim -
BKE: Assert when forgetting to call
finishon a written attribute - Sean Kim
Build
- Build: macOS: Fix bitwise operation enum type warning in Audaspace - Jonas Holzman
- Build: Force disable Overlay tests - Miguel Pozo
Camera
- 🔸 Camera: support resizing orthographic cameras via its gizmo - Marc Hamamji
Cleanup
- Cleanup: Move code out of animdata that creates separate node tree actions - Lukas Tönne
- Cleanup: resolve warning on WIN32 - Campbell Barton
- Cleanup: Typo in comment. - Bastien Montagne
- Cleanup: Check for non-mixable attribute types - Hans Goudey
- Cleanup: remove GrainSize struct in favour of more general exec mode - Jacques Lucke
- Cleanup: Reorganize remesh tests - Sean Kim
- Cleanup: make format - Philipp Oeser
-
Cleanup: Grease Pencil: Use
offset_indices::gather_selected_offsets- Falk David - Cleanup: make format - Sean Kim
- Cleanup: GPU: Remove unused builtin uniform enums - Clément Foucault
- Cleanup: Remove duplicate wrap coordinates function - Omar Emara
- Cleanup: Deduplicate IndexMask creation from valid indices - Hans Goudey
- Cleanup: Simplify shader node colorspace sync - Brecht Van Lommel
- Cleanup: long lines & unused warnings in Python scripts - Campbell Barton
- Cleanup: spelling in comments (make check_spelling_*) - Campbell Barton
- Cleanup: replace multiple calls to object_to_world with a variable - Campbell Barton
- Cleanup: mark configurable directories as advanced - Campbell Barton
- Cleanup: sort cmake file lists - Campbell Barton
- Cleanup: resolve license warnings (make check_licenses) - Campbell Barton
- Cleanup: use FILE_MAX where appropriate - Campbell Barton
- Cleanup: Remove redundant function from tree view api - Pratik Borhade
- Cleanup: non-functional changes to recent d5b93be712 - Philipp Oeser
- Cleanup: Curves: Deduplicate a few IndexMask operations - Hans Goudey
- Cleanup: Add const to function parameter - Sean Kim
-
Cleanup: Grease Pencil: Use
attributes.addinstead of creating writer - Falk David - Cleanup: Consistent setup and teardown in OSL compile test - Brecht Van Lommel
- Cleanup: Fix various incomplete headers and wrong namespace placement - Brecht Van Lommel
- Cleanup: UI: Remove extra space when using panels as layout panels in popups - Guillermo Venegas
- Cleanup: VSE: Add doxygen comments and rearrange operators - John Kiril Swenson
-
Cleanup: VSE: Rename
TextVarsRuntimelocals toruntime- John Kiril Swenson - Cleanup: VSE: Avoid unnecessary third pass for calculating word wrap - John Kiril Swenson
- Cleanup: Compiler warnings about struct/class mismatch - Brecht Van Lommel
- Cleanup: reduce code duplication between VSE compositor modifier & effect - Aras Pranckevicius
- Cleanup: typo shake-key >> shape-key - Philipp Oeser
- Cleanup: Rename VSE source files to not have "vse_" prefix - Aras Pranckevicius
CMake
-
CMake: Export compile_commands.json for
make developertarget - Julian Eisel - 🔸 CMake: Enable multithreading in lite builds - Julian Eisel
CODEOWNERS
- CODEOWNERS: add myself to BPY, modeling, text, console, Wayland & gizmos - Campbell Barton
Compositor
- 🔸 Compositor: Node Gizmos in the Image Editor - Habib Gahbiche
- Compositor: Support Display Window in domain realization - Omar Emara
- Compositor: Allow different extension mode per axis for EWA - Omar Emara
- Compositor: Add Jacobian matrix argument to sample function - Omar Emara
- 🔸 Compositor: disable Text Info overlay in default workspace - Habib Gahbiche
Cycles
- 🔸 Cycles: oneAPI: use ocloc 101.8424 on Windows - Nikita Sirgienko
- 🔸 Cycles: Improve Metal state allocation logic for RAM-constrained systems - Michael Jones
- 🔸 Cycles: Add Normal Map node Base option for displaced surfaces - Brecht Van Lommel
Docs
- Docs: Update RNA to user manual URL mapping - Aaron Carlisle
EEVEE
- EEVEE: Add documentation to Material enums - Clément Foucault
- EEVEE: Add ShaderToRGB+Subsurface test - Mark van de Ruit
Fix
- Fix: "Online Assets" option visible with experimental feature disabled - Julian Eisel
- Fix: Crash when copying animdata within the same node tree - Lukas Tönne
- Fix: Geometry Nodes: output evaluated objects from Collection Children node - Jacques Lucke
- Fix: Geometry Nodes: improve support for optional labels for vector/rotation sockets - Jacques Lucke
- Fix: Geometry Nodes: crash when overriding null bundle item - Jacques Lucke
- Fix: Geometry Nodes: improve field support in Store Bundle Item node - Jacques Lucke
- Fix: Exceeding the rotation mode enum range with animation - Christoph Lendenfeld
- Fix: Grease Pencil: Drawing a fill in the default templates not working - Falk David
- Fix: error in 3D text character spacing - Campbell Barton
- Fix: Incorrect assert in asset utility function - Julian Eisel
- Fix: Correct parameter name in asset downloader function documentation - Julian Eisel
- Fix: Nodes: Add value copy for missing socket types in link-drag searches - Lukas Tönne
- Fix: Nodes: Copy to clipboard increases user count of node IDs - Habib Gahbiche
- Fix: Incorrect remote asset listing validation - Julian Eisel
- Fix: BKE: icon buffer utility null check for ImBuf - Julian Eisel
- Fix: Nodes: Missing includes for input function nodes - Lukas Tönne
- Fix: Missing comment in last commit. - Casey Bianco-Davis
- Fix: work around gcc warning - Aras Pranckevicius
- Fix: Mesh: Active/default color attribute and UV map not set when created via Python - Alejandro Aguirre
- Fix: Bad display window in padding algorithm - Omar Emara
- Fix: Movie Distortion node produces bad data window - Omar Emara
- Fix: Compositor sometimes ignore sampling options - Omar Emara
- Fix: default shortcut changed for node dissolve - Habib Gahbiche
- Fix: Syntax error in test logic - Sean Kim
- Fix: Errors in python test helper script - Sean Kim
- Fix: Correct Animated Region Blending - Harley Acheson
- Fix: Sculpt trim tools print attribute error on use - Sean Kim
- Fix: XR: Possible crash due to C++ XR operators accessing non-XR event data - Jonas Holzman
- Fix: Cycles: Mistake in relative path computation for maketx - Brecht Van Lommel
- Fix: Cycles: Wrong 64 bit bitscan in, and clarify constants for other functions - Brecht Van Lommel
- Fix: DOF-distance gizmo ignores the cameras draw-size - Campbell Barton
- Fix: glitch scaling orthographic camera gizmo with shift X/Y - Campbell Barton
- Fix: Move undo group push inside ui_apply_but_funcs_after - Pratik Borhade
- Fix: Spreadsheet: invalid min voxel index shown if grid is empty - Jacques Lucke
- Fix: Image Paint keymap active in Image Editor outside of 'PAINT' mode - Philipp Oeser
- Fix: Grease Pencil: Missing versioning for edit mode wire color - Philipp Oeser
- Fix: UI: Fix vertical aligment of layout panels in popups - Guillermo Venegas
- Fix: Benchmark: Incorrect device selection - Jeroen Bakker
- Fix: Neighbor weight truncation in hair curve addition after refactor - Hans Goudey
- Fix: Mask ignored in array_utils::gather function after refactor - Hans Goudey
- Fix: Incorrect gizmo names for compositor nodes in image editor - Brecht Van Lommel
- Fix: Attributes: Missing w component addition for float4 type - Brecht Van Lommel
- Fix: Incorrect face adjacency indices in subdivision draw cache - Hans Goudey
- Fix: UI: Reroute node Show Options and Mute incorrectly greyed out - Brecht Van Lommel
- Fix: Incorrect rotation autokey for Box Mask and Split gizmos - Brecht Van Lommel
- Fix: GPU: Metal: Test failure caused by uninitialized value - Clément Foucault
- Fix: Incomplete shader node add menu for lights - Brecht Van Lommel
- Fix: VSE: Off-by-one character wrapping error in text input - John Kiril Swenson
- Fix: VSE: Unable to enter text edit mode - John Kiril Swenson
- Fix: Correctly set new action user count to 0 - Christoph Lendenfeld
- Fix: Grease Pencil: Radius not added when setting stroke type - Falk David
- Fix: Grease Pencil: Radius not added when setting stroke type - Falk David
- Fix: bpy.ops.render.render(write_still=True) broken after recent changes - Brecht Van Lommel
- Fix: UI: Small tweaks in dopesheet overlay panel - Pratik Borhade
- Fix: bpy.ops.render.render(write_still=True) has empty filename - Brecht Van Lommel
- Fix: Improve out of resource issues - Jeroen Bakker
- Fix: Memory leak when subdivision surface geometry node fails with creases - Brecht Van Lommel
- Fix: Exiting Sculpt Mode with Dyntopo enabled has incorrect undo steps - Sean Kim
- Fix #133999: NLA strip start and end cannot be changed for overridden data - Christoph Lendenfeld
- Fix #136481: Layout panels overlapping other elements - Guillermo Venegas
- Fix #144009: Cycles ignores straight and premul alpha override - Brecht Van Lommel
- Fix #144058: push undo step when stopping playback - Christoph Lendenfeld
- Fix #144104: Rename Bake All Dynamics to Physics - Honda Guy
- Fix #144284: UI: Text jump in tooltips - Guillermo Venegas
- Fix #146417: zoom factor for view2d.zoom_in/out have no effect - Campbell Barton
- Fix #146953: Asset shelf tabs not visible in focus mode - Julian Eisel
- Fix #147248: UI: Asset shelf popup hierarchy lines overflowing popups - Guillermo Venegas
- Fix #148693: Raw view transform with look displays wrong color space - Brecht Van Lommel
- Fix #151602: Retimed audio with pitch correction and animation is distorted in file renders - Aras Pranckevicius
- Fix #152139: Crash in Geonodes while setting subdivision levels - Tariq-Sulley
- Fix #152219: automatic weights in weight paint mode uses evaluated mesh - Christoph Lendenfeld
- Fix #152602: Avoid type conversion when making node groups - Lukas Tönne
- Fix #152810: Broken "Auto Smooth" node group crashes in modifier - Lukas Tönne
- Fix #152944: Crash when GHOST failed to initialize a window - Campbell Barton
-
Fix #153092: Reflective closures breaking subsurface with
from shadows- Mark van de Ruit - Fix #153137: Grease Pencil hook modifier not updating with bone movement - Christoph Lendenfeld
- Fix #153851: Crashes importing object into non-editable collection. - Bastien Montagne
- Fix #154105: Uninitialized ObjectInfo data in World shader - Miguel Pozo
- Fix #154197: Vertex connect path produces asymmetrical results on symmetrical geometry - Tariq-Sulley
- Fix #154197: Vertex connect path produces asymmetrical results on symmetrical geometry - Tariq-Sulley
- Fix #154201, #130854: EEVEE: small fixes to subsurface shader - Mark van de Ruit
- Fix #154257: Implicit value tooltip only for sockets without default value - Lukas Tönne
- Fix #154313: Use-after-free of stale editor data with "Load UI" disabled - Julian Eisel
- Fix #154377: Bezier stroke interpolation sampled handle types incorrectly - Janne Nylander
- Fix #154396: Grease Pencil Outline and Dash modifier create fills with holes - Casey Bianco-Davis
- Fix #154399: Autokeying not working when using depth picker of camera - Christoph Lendenfeld
- Fix #154426: Snapping occlusion offset too large for small objects - Tariq-Sulley
- Fix #154462 : Mesh Data Transfer UI misses mapping options for colors - Philipp Oeser
- Fix #154493: Setting Face Sets using Box/Lasso/Line ignores masks - Philipp Oeser
- Fix #154581: Compositor crashes for very big node groups - Omar Emara
- Fix #154581: Compositor crashes for very big node groups - Omar Emara
- Fix #154600: Removing UV map reorders list - Hans Goudey
- Fix #154627: Assert when clearing Object.instance_collection on a collection instance - Tariq-Sulley
- Fix #154632: LineArt: Prevent erroreous use of LineartEdge::t1/t2 - YimingWu
- Fix #154634: VSE: Crash editing text from both properties and preview - John Kiril Swenson
- Fix #154651: Crash when joining armatures in hierarchy - Christoph Lendenfeld
- Fix #154653: crash with Volume to mesh set to Amount on empty grid - Ay1nDas
- Fix #154672: Increase Bone Custom Shape Wire Width property precision to match step - Jerry Wei
- Fix #154674: Fix Degraded Text Output on Layered Regions - Harley Acheson
- Fix #154681: Raycast hit against Pointcloud/Hair crashes - Miguel Pozo
- Fix #154706: OBJ import UV maps are not active - Philipp Oeser
- Fix #154707: Append/link: Instantiating an object may implicitly instance its dependencies. - Bastien Montagne
- Fix #154712: Grease Pencil SVG Exporter outline holes - Casey Bianco-Davis
- Fix #154746: Mesh manifold boolean with no faces crash - Hans Goudey
- Fix #154767: Active UV layer resets / non-changable in edit mode - Philipp Oeser
- Fix #154776: Incorrect scaling applied for unit conversion scenarios - Jesse Yurkovich
- Fix #154798: Crash canceling .blend registration on Linux - Campbell Barton
-
Fix #154821: Nodes: Recognize
float2/3/4as SOCK_VECTOR - YimingWu - Fix #154833: Title bar colors are broken with CSD on Linux - Campbell Barton
- Fix #154848: Python Gizmo.target_set_prop() misses undo - Philipp Oeser
- Fix #154854: Grease Pencil trace adaptions to new fill workflow - Philipp Oeser
- Fix #154877: Stabilize Stroke can draw with Line stroke method - Philipp Oeser
- Fix #154892: Cycles CUDA error when disabling light tree - Brecht Van Lommel
- Fix #154895: EEVEE: Transparent Render Pass glitched on 5.1 - Clément Foucault
- Fix #154906: Allow Using "*” to Select Files - Aryan Krishnan
- Fix #154935: Crash due to missing handling of system properties in ID remapping. - Bastien Montagne
- Fix #154944: Output of single file stereo video still has view suffix - Philipp Oeser
- Fix #154959: Output Stereo Playblast as video in Stereo 3D broken - Philipp Oeser
- Fix #154974: impossible to set UV maps in modifiers via UI - Kévin Dietrich
- Fix #154989: "dimensions" property of input vector node shadows node property - Lukas Tönne
- Fix #155006: Append: Indirect recursive collection instantiation. - Bastien Montagne
- Fix #155010: Notifier to ensure gizmo update after deleting object through API - Jerry Wei
- Fix #155018: Crash when activating dyntopo on mesh with shape key - Sean Kim
- Fix #155018: Crash when activating dyntopo on mesh with shape key - Sean Kim
- Fix #155031: Proportional edit overlay not shown in clip editor mask mode - Pratik Borhade
- Fix (unreported) broken build with clang/mold linker in nodes code. - Bastien Montagne
- Fix linter failure - Clément Foucault
Geometry Nodes
- Geometry Nodes: Skip creating weights for nearest sample - Hans Goudey
- 🔸 Geometry Nodes: Add "Set Curve Order" node - Romain Guimbal
- 🔸 Geometry Nodes: expose modifier socket visibility to RNA - Alex Tkachyov
- Geometry Nodes: Optimize interface socket identifier lookups to O(1) - Alex Tkachyov
Gitea
- Gitea: Adding myself to codeowners for Outliner - Julian Eisel
- Gitea: Add Omar in CODEOWNERS - Omar Emara
GitHub
- GitHub: Remove workflow for closing PRs - Bart van der Braak
GPU
- GPU: Framebuffer: Use double4 for clear values - Clément Foucault
- GPU: Move GPU_THREAD to compat header - Clément Foucault
- GPU: Avoid implicit type cast in shader printf implementation - Clément Foucault
- GPU: Shader: Support template specialization inside namespaces - Clément Foucault
- GPU: C++ Shader Compilation: Use concepts and avoid type_traits - Clément Foucault
*🔸 GPU: Shader Preprocessor: Optimize and cleanup implementation - Clément Foucault
Grease Pencil
- 🔸 Grease Pencil: Vertex Brush add support for blend modes - Casey Bianco-Davis
- 🔸 Grease Pencil: Support viewport compositor depth pass - Omar Emara
I18n
- I18n: Disambiguate "Constant" - Damien Picard
- I18n: Disambiguate "Value" in the context of color - Damien Picard
- I18N: Updated UI translations from git/weblate repository (626d1e8b2dbfa). - Bastien Montagne
- I18n: Translate field dependency in node socket tooltip - Damien Picard
- I18N: Updated UI translations from git/weblate repository (9d292f5d7bdbe7). - Bastien Montagne
Modeling
- 🔸 Modeling: To Circle operator from looptools - Tariq-Sulley
Node Wrangler
Nodes
- 🔸 Nodes: Support 2D and 4D vectors in the Vector input node - Lukas Tönne
- 🔸 Nodes: Add cut to context menu and remove shortcut - Habib Gahbiche
- 🔸 Nodes: Add Boolean, Integer, and Vector input nodes in Shader Editor - quackarooni
- 🔸 Nodes: Add missing input nodes for constant values - Lukas Tönne
- 🔸 Nodes: Preserve input values when ungrouping - Lukas Tönne
Object Mode
- 🔸 Object Mode: enable target operator for cameras - Eqkoss / T1NT1N
PyDoc
- PyDoc: fix errors in doc-strings, use type-hint syntax - Campbell Barton
Refactor
- Refactor: Compositor: Move gizmos to common header - Habib Gahbiche
- Refactor: Geometry Nodes: Reduce Sample Index binary size - Hans Goudey
- Refactor: Reduce binary size by deduplicating checked index copying - Hans Goudey
- Refactor: More flexible IndexMask memory allocation - Hans Goudey
- Refactor: Cycles: Add system_max_open_files() - Brecht Van Lommel
- Refactor: Cycles: Add scoped defer helper - Brecht Van Lommel
- Refactor: Cycles: Add cache limiter utility - Brecht Van Lommel
- Refactor: Cycles: Switch image utilities from size_t to int64_t - Brecht Van Lommel
- Refactor: Cycles: Compute device_memory name on demand for logging - Brecht Van Lommel
- Refactor: Cycles: Various unique_ptr_vector additions - Brecht Van Lommel
- Refactor: Cycles: Add divide_up_by_shift utility - Brecht Van Lommel
- Refactor: Cycles: Add memory size functions to ImageMetaData - Brecht Van Lommel
- Refactor: Cycles: Add bake integrator state type - Brecht Van Lommel
- Refactor: Cycles: Extract ImageLoader and ImageCache into own files - Brecht Van Lommel
- Refactor: Cycles: Split KernelImageTexture and KernelImageInfo - Brecht Van Lommel
- Refactor: Cycles: Move UDIM code out of SVM, refactor ImageHandle - Brecht Van Lommel
- Refactor: BLI: Deduplicate reverse index group creation - Hans Goudey
- Refactor: Use vector to keep resource list - Jeroen Bakker
-
Refactor: Paint: Split apart
paint_cursor.cc- Sean Kim
Remesh
- 🔸 Remesh: Interpolate vertex and corner attributes - Sean Kim
Render
- 🔸 Render: Shader Editor Add Menu cleanup - Miguel Pozo
Render Tests
Revert
Sculpt
- 🔸 Sculpt: Add primitive tool in Sculpt Mode. - kunal
- 🔸 Sculpt: Restrict a number of properties from grab tools - Sean Kim
Tests
-
Tests: Enable debug level
operatorlog messages for UI tests - Sean Kim - Tests: Cycles: Add tests and comments for functions in types_base.h - Brecht Van Lommel
- Tests: Cycles: Add bit manipulation function tests - Brecht Van Lommel
Tools
- Tools: Script to apply clang-tidy check and apply fixes - Brecht Van Lommel
- Tools: Weekly Report: Avoid duplicates in Reviews and sort the PR by names - Clément Foucault
- Tools: fail with an error if commands fail in bug_fixes_per_module - Campbell Barton
- Tools: More auto fix rules for clang_tidy.py - Brecht Van Lommel
UI
- 🔸 UI: Animate Vertical Region Changes - Harley Acheson
- 🔸 UI: Do Not Use Initial Ctrl for Image Zoom - Harley Acheson
- UI: Handle File Browser Invalid Saved Params - Harley Acheson
- UI: Add target operator to light and camera context menu - Eqkoss / T1NT1N
- 🔸 UI: Fix title of now collapsible View3D Shading popover Color subpanel - Jonas Holzman
- UI: Rename Look at Target → Look at Surface - Dalai Felinto
VSE
-
🔸
VSE: Add
Strip.connectionsto Python API - John Kiril Swenson - 🔸 VSE: GPU support for compositor modifiers/effects - Aras Pranckevicius
- 🔸 VSE: Compositor modifiers/effects can use half precision on GPU now - Aras Pranckevicius
Vulkan
- Vulkan: Reduce small allocations in push constants - Jeroen Bakker
- Vulkan: Reduce small allocations in render graph - Jeroen Bakker
10 Comments
Hi Pablo, I'm the one who implement the look at surface for camera. Happy to see that look cool for lot of people :)
Just to clarify a bit, the keymaps in the statusbar for both light and camera for the target operator is planned and ready, but hasn't been approved at time for the live (I guess). There is also a lot coming for the operator, like adding some new feature ;) I hope this will be ready and release for the 5.2. I'm doing my best.
Thank for this good live <3
Hey Pablo, what do you think about the feedback (or lack thereof) you get when dragging in a file with no associated FileHandler? Is this a bug report, or a feature suggestion for Right Click Select?
Hiya Pablo, any chance you or other devs are heading to BlenderCon Austin?
oi, Pablo!
at another new place, in a large team now, about a third of us are using blender! (and yes the company donates)... however, we are almost exclusively VFX artists and compositors. I've been taking notes, and of the blender users, 100% normally do animation in blender, but only 10% sometimes composite in blender, 20-30% are willing to do tracking in blender, and the major complaints are "needs better roto/greenscreen/keying- adjacent tools", "I should be able to parent something in the compositor to a tracker" and a few others... this is a fair breakdown of what needs more work for live action production I think. traditional VFX feels a bit neglected, and the tracker menu can use a facelift...
in any case- I just had an idea- using sculpt tools to sculpt normals for NPR!
Good evening! May I ask for your opinion on the following:
I hope you see the tiny issue present here: Now that you don't need to open the settings menu for installing addons - it's easy to miss the fact you have to save the settings for addons to stay enabled AND there's 0 evidence of this setting resetting after next restart...
hello Pablo!
This is a question more for the vague future than for the immediate realases. Some years ago, Blender UI started to follow the paradigm of not having anymore multiple elements (icons, text, menus) on the same line (2.7 era let's call it), in favor of more nested panels, and more sub-menus inside menus. While this maybe helped readibility and clutter, menus inside sub-menus inside other sub-menus are becoming more and more common. I miss a bit the days where more functions, buttons and operators where easily reachable, and as Blender is progressing and new features are being added, I fear will have more operations buried iside multiple steps. Do you think at some point Blender will need to rethink its UI "philosophy" again, are there chances to re-gain some of the "immediacy" of the past?
Thanks!
Hey Pablo, hope you're doing well and have a nice week!
I have a small question regarding Texture Painting. I know improving it is a big undertaking with a lot of demand and areas that need to be worked on. The one I'm personally most interested in is Brush Falloff parity with the other modes. Right now Texture Paint is the only mode that has no sphere falloff and is locked to Projected Falloff. This makes it incredibly easy to accidentally paint areas that are further away instead of the surface you are currently trying to paint on. Sculpt, Vertex Paint and Weight Paint all have sphere falloff that helps avoid mistakes because you actually paint in 3D space. Is there any PR or design proposal that tries to tackle this issue? I personally think it's very high priority even before adding texture layers, since right now the brush feels very volatile and prone to mistakes.
Also, is it clear if Geometry Node Lists will land in 5.2? I am incredibly excited for those and their potential!
Thanks a lot for the stream again. Really looking forward to the release of Blender 5.1!
Hi Pablo, I think this "Set Curve Order" Node should be named to "Set Curve Degree for NURBS" that's maybe a long name but i think it is the right naming. :)
cheers.
Degree is way better but it represents a global change for Blender since order is used everywhere. And it is not just a name issue because since Degree = Order - 1. So the change will be long and ungrateful to make, but I think we should.
Hi Pablo! Thanks for the stream, hope you are having great day so far.
Is modelling gonna get some love soon? I would scratch someone's penguin for ability to split mesh while preserving the normals. It's super useful for game dev and customizable character creation and right now I have to do whole Data Transfer setup every time which is really annoying.