These are some really great points and suggestions I did not even think of. The amount of problems that occur in Blender because of not having applied the scale is just unbelievable :D
<a href="#" class="seekto" data-time="993">16:33</a> This talk, especially this slide, is a great lesson for developing any software (or any product at all). The little things matter a lot.
If i were to add one more suggestion.... pls make the theme editor easy to use so many repeated input of the exact same color even tho theres only a few main colors for most of the ui. changing every same color by hand took so long
On the topic, when you start to have lots objects in your scene that'd be great to have Blender tell you if what's in the viewport will be rendered or not. Maybe a color highlight in the Outliner for objects having a discrepancy between "Viewport Visible" and "Render Visible". I wish I could make the add-on if I knew how to code!
I definitely agree that transform values should be placed near the object that's receiving the transforms rather than in the corner of the screen. I also am not opposed to having more diagnostic tools in the UI for the viewport.
<a href="#" class="seekto" data-time="919">15:19</a> Andrew Price being kicked out right after the talk ends🤣 That's why he chose to give the presentation at the last day of BCON. I'm joking, don't get serious guys =D
when in doubt apply scale, spoken like a person who has had blender ptsd. can relate. had a lighting issue i couldn't resolve in a scene, gave up on it. picked it up a week later to reuse a model and magically after doing some edits to it, the lighting stopped bugging. it turns out that due to my workflow, i managed to make everything scaled to like 20x20x0.001 or something like that, so when i fixed up the model and realized the scale it made me feel like an idiot. (mainly because i am, but you get my point.)
I have a saying that Right Click Select is a graveyard of good ideas. There are tons of cool solutions to common problems on the forum. But almost nothing of it, gets implemented. That being said...the info panel is a bit over the top for the issue of providing information to the user. I mean it's good that it's there but , I think the way blender informs the user for errors is good...with some info that is visible but then slowly fades away. The issue have with it is as Andrew says...it's way down on the screen and most of the time we don't look at it. It needs to be something big and in the viewport. And this issue is already solved...there are popup bubbles on windows and in most design software that inform you of some change or error.
Thank you Mr. Donut guy sir Current ui is just basically the same as it was back in 2.0 but BLACK And half of commands in the search bar are written as Python API commands And god that hotkey rebind menu is doo doo