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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ARef%2FRelease_Notes%2F2.66%2FUsability</id>
	<title>Dev:Ref/Release Notes/2.66/Usability - 版の履歴</title>
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	<updated>2026-07-30T07:31:26Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.66/Usability&amp;diff=138991&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.66/Usability&amp;diff=138991&amp;oldid=prev"/>
		<updated>2018-06-28T20:51:34Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 20:51時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.66/Usability&amp;diff=138990&amp;oldid=prev</id>
		<title>wiki&gt;Olson: /* Copy/paste Objects in 3D window */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.66/Usability&amp;diff=138990&amp;oldid=prev"/>
		<updated>2013-04-23T02:42:49Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Copy/paste Objects in 3D window&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= 2.66: Usability =&lt;br /&gt;
&lt;br /&gt;
[[File:hidpi.jpg|240px|right]]&lt;br /&gt;
=== MacBook native pixels (&amp;quot;retina&amp;quot;) support ===&lt;br /&gt;
&lt;br /&gt;
* If supported, it automatically switches to pixel sizes of 2x2 pixels.&lt;br /&gt;
* Works for all 'retina' resolution settings, also in 1920x1200 display it looks much better.&lt;br /&gt;
* All line widths, fonts, widgets scale with it.&lt;br /&gt;
* Disable: via Right Mouse click on blender.app &amp;quot;Get Info&amp;quot;, or via command line option  &amp;lt;source lang=&amp;quot;text&amp;quot; enclose=&amp;quot;none&amp;quot;&amp;gt;--no-native-pixels&amp;lt;/source&amp;gt;&lt;br /&gt;
* Caveat: Node Editor will scale up (visually) with a factor two. Just zoom out a bit then. The Node Editor just is an exception, a combination of 2d widgets with flexible 2d zoom and translation.&lt;br /&gt;
&lt;br /&gt;
=== DPI option now supported for all editors ===&lt;br /&gt;
&lt;br /&gt;
* In order to make the MacBook support 'retina', the DPI scaling option is now supported for every editor. Scaling is now possible to double size, showing the icons crispy.&lt;br /&gt;
* Todo: &amp;quot;native pixel size&amp;quot; is interesting for other systems to set, for example for the upcoming 4k displays.&lt;br /&gt;
&lt;br /&gt;
[[File:TransparentPanels.png‎|240px|right]]&lt;br /&gt;
&lt;br /&gt;
=== Transparent tool and property regions ===&lt;br /&gt;
&lt;br /&gt;
* Allows regions to overlap over the main editor, giving more workspace&lt;br /&gt;
* Supports fade-in/out&lt;br /&gt;
* Set it in User Preferences, System tab (below the buffer method)&lt;br /&gt;
* Set Region transparency value in every Theme for editors.&lt;br /&gt;
* Only supported for systems using Triple Buffer (in that case there's minimal overhead for redrawing the editors). If you don't have Triple Buffer the setting gets ignored.&lt;br /&gt;
&lt;br /&gt;
=== New User Preferences for Panels ===&lt;br /&gt;
&lt;br /&gt;
* Now every editor has own settings for &amp;quot;Show header&amp;quot; or &amp;quot;Show panel background&amp;quot; and to set colors and alpha for this.&lt;br /&gt;
* Old settings that get loaded copy the previous settings (in User Interface menu) to the editors.&lt;br /&gt;
&lt;br /&gt;
=== Recover Sessions ===&lt;br /&gt;
&lt;br /&gt;
* Fast undo buffer save now writes UI as well. It is used now for &amp;quot;quit.blend&amp;quot; and &amp;quot;temp saves&amp;quot;. &lt;br /&gt;
* On loading temp save or quit.blend files, it restores the original file name (allows relative paths to work) and adds &amp;quot;Recovered&amp;quot; to the window title. This to indicate the file is actually not saved yet.&lt;br /&gt;
* New option: &amp;quot;Keep Session&amp;quot; (User Preferences - File). This option always saves a quit.blend at Quit, and loads it on starting Blender. If you close Blender with an &amp;quot;empty file&amp;quot; session (the startup.blend), it keeps the Window header name &amp;quot;Blender&amp;quot; and treats the session as if no file was loaded.&lt;br /&gt;
* Todo: since the UI now is saved in recovery-files (using the Undo buffer), you can get an old UI setup sometimes on loading such files. I'll add some Undo-pushes on main UI changes like open/close windows, switch screens.&lt;br /&gt;
&lt;br /&gt;
=== Split User Preferences and Startup File ===&lt;br /&gt;
&lt;br /&gt;
* User preferences (themes, keymaps, user settings) now can be saved as a separate file. It's called userpref.blend, and goes to same location as startup.blend.&lt;br /&gt;
* Old option now is now called &amp;quot;Save Startup File&amp;quot;, the new one &amp;quot;Save User Settings&amp;quot;.&lt;br /&gt;
* To visualize this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.&lt;br /&gt;
* Saving the startup.blend still stores user preferences in the file.&lt;br /&gt;
* Only if a userpref.blend exists, it uses the preferences from that file.&lt;br /&gt;
&lt;br /&gt;
=== Copy/paste Objects in 3D window ===&lt;br /&gt;
&lt;br /&gt;
* In the 3D viewport, selected objects now can be copy/pasted. Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v).&lt;br /&gt;
* Coded partial .blend file saving for it. File goes to the user defined &amp;quot;Temp&amp;quot; directory. &lt;br /&gt;
* The data that gets saved in copybuffer.blend files is same as data that would link in on appending data. (so objects save with all materials, nodetrees, etc).&lt;br /&gt;
* Todo: use OS clipboards. &lt;br /&gt;
* Technical note: the readfile &amp;quot;expand&amp;quot; functions are now 'handlerable', allowing to code data traversals based on linkage.&lt;br /&gt;
&lt;br /&gt;
[[File:MenuShadow.png‎|240px|right]]&lt;br /&gt;
&lt;br /&gt;
=== Menu Shadow in Theme control ===&lt;br /&gt;
&lt;br /&gt;
* Size and strength of shadows can be set as a Theme preference.&lt;br /&gt;
* Drawing code for it improved, and put under DPI control.&lt;br /&gt;
&lt;br /&gt;
=== Smaller UI fixes ===&lt;br /&gt;
&lt;br /&gt;
* Timeline Marker labels were drawing wrong (icon overlapped text)&lt;br /&gt;
* On loading files with different screen sizes, regions now also get scaled proportionally.&lt;br /&gt;
* Laptop trackpad (and Magic Mouse) now supports zoom with hold ctrl too.&lt;br /&gt;
* &amp;quot;Continuous grab&amp;quot; now works for Macs. The bug was that mouse events outside a window were not handled properly.&amp;lt;br&amp;gt;''(TODO - MacBook retina mode doesn't support this yet)''&lt;br /&gt;
&lt;br /&gt;
=== Animation fixes ===&lt;br /&gt;
&lt;br /&gt;
* On assigning new Actions in Dopesheet, the animation system updates now.&lt;br /&gt;
* New Bone option: &amp;quot;Relative Parenting&amp;quot;. This makes Child-Objects of Bones transform similar to how deformations of bones are calculated. Allows to move bones in editmode to set pivot. Warning: using this means it doesn't show correct in previous releases.&lt;br /&gt;
&lt;br /&gt;
=== Gradient support in 3D viewport ===&lt;br /&gt;
* Added sky gradient according to world settings, used when &amp;quot;Only Render&amp;quot; under the Display menu is ticked and blend is ticked in sky settings in world. {{Commit|53605}}&lt;br /&gt;
* Added cosmetic gradient, option and gradient colors found in user preferences under themes-&amp;gt;3D view-&amp;gt;Theme Background Color. When gradient option is off, the high gradient color will be used. {{Commit|53608}}&lt;br /&gt;
&lt;br /&gt;
=== Matcap in 3D viewport ===&lt;br /&gt;
&lt;br /&gt;
[[File:matcap_ui.jpg|260px|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Matcaps&amp;quot; are images mapped on a normal, rendered using GLSL. It provides a quick way to define visible material properties for modeling and sculpting. Because Matcap rendering fully bypasses Material shader code (it is just a few lines of GLSL code), it's a very fast rendering option for modeling.&lt;br /&gt;
&lt;br /&gt;
In Blender it has been added as follows:&lt;br /&gt;
&lt;br /&gt;
* Matcap drawing is an extension of &amp;quot;Solid&amp;quot; drawmode, and only visible for this mode. The option is in the 3D Viewport &amp;quot;Properties&amp;quot; region, in the &amp;quot;Display&amp;quot; panel.&lt;br /&gt;
* When you enable it, only the Active Object will draw using the indicated Matcap. Edit Mode and Sculpt Mode will draw this too.&lt;br /&gt;
* This way you can use it to visualize selected Objects better. An option to draw everything in a viewport with a single Matcap has not been added, it looks too messy for bigger scenes.&lt;br /&gt;
* The selected Matcap is a setting per 3D Viewport editor. This way you can have multiple views drawing different Matcaps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Implementation notes:&lt;br /&gt;
* Currently a set of 24 (GPL licensed) Matcaps have been compiled into Blender. It doesn't take memory or CPU time, until you use it.&lt;br /&gt;
* The current set might get new or different images still, based on user feedback.&lt;br /&gt;
* Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.&lt;br /&gt;
* Loading own matcap image files will be added later. That needs design and code work to get it stable and memory-friendly.&lt;br /&gt;
* By design, Matcaps are a UI feature, and only stored locally for the UI itself, and won't affect rendering or materials.&lt;br /&gt;
&lt;br /&gt;
=== 3DConnexion NDoF device ===&lt;br /&gt;
&lt;br /&gt;
* Default input for viewing with NDoF device now keeps the 3D view pivot, allowing to rotate around models or zoom in/out on it.&lt;br /&gt;
* The previous default (free fly mode) is now behind modifier keys SHIFT+CTRL. Users can swap this default in our keymaps.&lt;br /&gt;
* NFoF input now also supports the default &amp;quot;Rotate around selection&amp;quot;.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Olson</name></author>
		
	</entry>
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