Dealga McArdle

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screenshot of sverchok redux node error handling ![](https://cloud.githubusercontent.com/assets/6241382/23167204/b81bbb42-f843-11e6-9ef4-e08e1508444d.PNG) i am very tempted to implement this now.

yeah, a more simplified traceback. it's worth trying

yes, the solution would need to be a vertex_shader / fragment_shader combo. (that's what the pull-request is ), i can experiment with it, it looks a little like the code...

i don't think i'll add https://developer.blender.org/F8403764

but here's a start branch , for exactly that.. https://github.com/nortikin/sverchok/pull/2965

@DolphinDream .. it seems they removed: https://developer.blender.org/F8403764 (above link)m which is what I was basing it off.

this beast: https://developer.blender.org/rB014eb69cf858036816d12a4b92ffe6681978b683

i think it does, but turning edges into cylinders is a little expensive :)

objects could be unlinked when they are no longer updated (should also not be visible anymore), and only remove unlinked objects upon file save. (untested.. maybe that doesn't make much...

if that fails.. reluctantly a simple 'hide' works. I used this in early prototypes. It just looks weird.