Ok, Now that I've had a couple of days to play with it, I can give you my opinions and actually feel like I know what I'm talking about:
***************Buttons******************
The first thing that strikes me when I looked at these buttons is the fact that the current bevel type makes the buttons appear crooked and out of sync with each other. I prepared a Mockup image between the button types in Bf.Blender and Tuhopuu:
I made the GUI darker so you can see the effect better – Oh, and I prefer to work with darker GUI’s anyway.
As you can probably see, the buttons in the Bf version look out of sync, whereas the tuhopuu “simple gradients” don’t. I also prefer the slider buttons in tuhopuu, they look beefier and make it feel like you’re actually grabbing something. Anyway, I’ve made it clear as to which one I prefer, so I wonder what others think?
************Space Usage*****************
The new floating panels are very cool. There’s no escaping that, but I think there are issues:
I can see your dilemma here, you want the floating panels to be all the same size and maintain a sense of “consistency” but that leaves you with the major issue of which buttons to place where and at what size should you make them all so that they fit. Overall I think you did a fantastic job but there are areas that still need a lot of work so I’ll focus on the buttons that I thought were the most in need of a revamp, namely the Material buttons…
Now here the material Preview gets an entire tab (For want of a better word) to itself, while the Texture, Map input and Map to buttons have to share single tab between them, when it is barely big enough for one.
Maybe a solution to this is to have the individual tabs big enough to fit the buttons that they are meant to hold, then when minimized, have them revert to the same size for consistency reasons. I don’t know how hard this is to implement, as I’m no coder, merely a well-meaning observer.
************Practicality*****************
This brings us straight back to the material Buttons, and most importantly the texture mapping section. In the old versions of Blender everything was laid out exactly where you could see it, and like a general commanding an army, you could see and change any parameter you wanted, all without switching windows.
In this version having to constantly flit between the three mapping buttons can become annoying and somewhat tiresome, causing what I’m terming the “Bwarg syndrome". In this example I’m showing a fairly complex six texture material to highlight the problem:
I’m sure anyone else who has been playing with this will know exactly what I mean, when tabbing through the mapping buttons I’m constantly having to back up a step, to make sure that I have set things up properly -- This slows things down considerably and is much more of a mental strain on me, having to remember how I set things up in the “map input” buttons to properly affect the “Map To” buttons.
*******Sliders**************
I also noticed that some of the sliders have been reduced in size, meaning it is very hard to see its exact position while sliding down to very small numbers…
See a numerical difference? Me neither.
*******One Last thing**********
I know you said don’t mention bugs, but this particular one has been bugging me (No pun intended) for a long time now, so I need to get this off my chest:
It’s the Render window “Esc” bug. Every time I hit “esc” to abort a render, newer versions of Blender take ages to actually respond – Sometimes up to 20 seconds depending on model complexity – I know this must be a bug of some kind because with 2.23 the abort process was almost instantaneous.
Just out of curiosity how many other people suffer from this problem? Is it everyone? Or caused by something on my system?
Right, this was way too long winded, but what the hell – Overall I’m damn impressed with what your doing here, I just needed to voice some of my concerns.