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07-07-2015, 01:55 AM
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#521
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Mortal
Join Date: Dec 2008
Location: France
Posts: 1,969
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Quote:
Originally Posted by Xenakios
Hmm, I have been at times suggested to use functions exported by the SWS plugin... However, now that I actually tried it for the first time with Lua ReaScript, it looks like that doesn't actually work. For example, the following fails with " 'reaper.SNM_AddReceive' is unknown" :
Code:
local src=reaper.GetTrack(0,0)
local dest=reaper.GetTrack(0,1)
reaper.SNM_AddReceive(src, dest, -1)
Am I using the function wrong or is Lua support missing from the SWS plugin, version 2.7.0 from May 2015? (I briefly looked at the SWS source code repository and no results were found when searching for "lua" in the source code. So I guess that answers my question, maybe...)
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Yes, Lua/EEL function export (and anything related to REAPER 5) is only available in SWS pre-releases at the moment, e.g. SWS v2.7.1.
The same goes with the code, checkout the "next" branch...
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07-07-2015, 10:33 AM
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#522
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,875
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IDE BUG REPORT
Bug Report:
Special characters such as ♪ are displayed as ? in the REAPER IDE.
I guess it is a font issue.
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07-08-2015, 03:20 PM
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#523
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Human being with feelings
Join Date: Feb 2007
Location: Oulu, Finland
Posts: 8,062
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Quote:
Originally Posted by Jeffos
Yes, Lua/EEL function export (and anything related to REAPER 5) is only available in SWS pre-releases at the moment, e.g. SWS v2.7.1.
The same goes with the code, checkout the "next" branch...
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Thanks. The test script works using the latest SWS build. It was kind of dumb of me not to check the other plugin source code branches...
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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07-11-2015, 11:15 AM
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#524
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,875
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Quote:
Originally Posted by planetnine
Heyup fellas...
My main issue is I write in NP++ and after any saving in the IDE, my 4-space tabbed code gets converted to double-spaces (no tabs) -is there a way to prevent this happening?
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A fix for that would be very welcome.
I really prefer tab, and any few scripts customization in REAPER IDE mess up all my indentations.
Thanks for listening !
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07-15-2015, 05:05 PM
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#525
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Human being with feelings
Join Date: Aug 2013
Posts: 1,355
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Is everybody using this for their classes...
Code:
-- class.lua
-- Compatible with Lua 5.1 (not 5.0).
function class(base, init)
local c = {} -- a new class instance
if not init and type(base) == 'function' then
init = base
base = nil
elseif type(base) == 'table' then
-- our new class is a shallow copy of the base class!
for i,v in pairs(base) do
c[i] = v
end
c._base = base
end
-- the class will be the metatable for all its objects,
-- and they will look up their methods in it.
c.__index = c
-- expose a constructor which can be called by <classname>(<args>)
local mt = {}
mt.__call = function(class_tbl, ...)
local obj = {}
setmetatable(obj,c)
if init then
init(obj,...)
else
-- make sure that any stuff from the base class is initialized!
if base and base.init then
base.init(obj, ...)
end
end
return obj
end
c.init = init
c.is_a = function(self, klass)
local m = getmetatable(self)
while m do
if m == klass then return true end
m = m._base
end
return false
end
setmetatable(c, mt)
return c
end
?
If so it might make sense if the file was bundled with Reaper with an include wildcard doodah already in the Lua path so we could just require("class") it. It's going to be duplicated so often either in separate files or files, making them a bit messy(er).
The prospect is giving me the heebie jeebies.
What do you think?
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07-18-2015, 01:50 AM
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#526
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Human being with feelings
Join Date: Aug 2012
Location: Finland
Posts: 2,668
|
Quote:
Originally Posted by Lazarus
If so it might make sense if the file was bundled with Reaper with an include wildcard doodah already in the Lua path so we could just require("class") it. It's going to be duplicated so often either in separate files or files, making them a bit messy(er).
The prospect is giving me the heebie jeebies.
What do you think?
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That's a good idea! Maybe some file and "table serialization" modules too.
EDIT: This is fixed
Bug report (EEL)- There is something wrong with gfx_triangle.
- The polygon is not drawn to the screen without drawing something to the screen first.
- gfx_triangle doesn't work from JSFX (should it )? JSFX editor seems to recognize the string "gfx_triangle"
Here's a test script:
EEL - draw polygon
Code:
// gfx window size
window_w = 400;
window_h = 400;
last_w = -1;
last_h = -1;
function on_gui_resize(w, h)
(
gfx_set(1,1,0,1);
// comment out next line -> the polygon is not drawn to the screen
gfx_line(0,0,0,0);
// x y
gfx_triangle(w, 0.5*h,
0.5*w, h,
0, 0.5*h,
0.5*w, 0
);
last_w = gfx_w;
last_h = gfx_h;
);
function run()
(
gfx_w != last_w || gfx_h != last_h ? (
on_gui_resize(gfx_w, gfx_h);
);
gfx_update();
gfx_getchar() >= 0 ? defer("run();");
);
function init()
(
gfx_init("", window_w, window_h);
run();
);
init();
Last edited by spk77; 08-12-2015 at 11:14 AM.
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08-11-2015, 10:08 AM
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#527
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Human being with feelings
Join Date: Nov 2010
Posts: 2,436
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Before v5 goes official, it would be nice if we could have back the ability to edit ReaScripts with another editor and not just native IDE.
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08-14-2015, 06:40 AM
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#528
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Human being with feelings
Join Date: Nov 2010
Posts: 2,436
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Quote:
Originally Posted by Breeder
Before v5 goes official, it would be nice if we could have back the ability to edit ReaScripts with another editor and not just native IDE.
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Am I the only one bothered by this? I know lots of us use either Sublime Text or Notepad++ for editing (nothing wrong with native IDE but it's kinda basic...)
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08-14-2015, 06:42 AM
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#529
|
Human being with feelings
Join Date: Nov 2008
Location: London, UK
Posts: 2,581
|
Quote:
Originally Posted by Breeder
Am I the only one bothered by this? I know lots of us use either Sublime Text or Notepad++ for editing (nothing wrong with native IDE but it's kinda basic...)
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No, it annoys me quite a bit, too. It's nice that Cockos developed that native tool, but it doesn't replace Notepad++.
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08-14-2015, 07:17 AM
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#530
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,875
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+1 for breeder,
I like the native IDE, it is very efficient for debugging/creating JSFX, or customize a script quickly, or see meta infos (URL in comments are clickable !),
but for other kind of task, we may prefer a classic code editor
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08-14-2015, 11:27 AM
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#531
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Human being with feelings
Join Date: Jan 2007
Location: mcr:uk
Posts: 3,889
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Quote:
Originally Posted by Breeder
it would be nice if we could have back the ability to edit ReaScripts with another editor and not just native IDE.
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Yeah, the IDE is a big help but it's not a one stop editing shop. Mind you, I'd much rather see the IDE become powerful enough to make external editors useless...
Until then, perhaps a shift+click or something on the edit button to launch the external editor?
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08-17-2015, 06:40 AM
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#532
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,875
|
Something that confuses a lot of Scripters Beginners is that the IDE Start button doesn't run the code that is displayed, but the last saved version of the script, so if you made any modification, they will not be take into account.
You have to save (CTRL+S) the script to make run in... But the lack of explicit Save Button confuses the user as well (I get several PM about that).
Proposition :
- Replace Start Button by a Save and Run button
- Add a Save button (without running the script).
of course, once we know the trick (we have to make CTRL+S) it is easy to overcome this problem, but that is not clear to scripts beginners.
Thanks for listening !
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08-17-2015, 06:57 AM
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#533
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Human being with feelings
Join Date: Nov 2008
Location: London, UK
Posts: 2,581
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Ahh, that explains a lot!
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09-12-2015, 01:05 PM
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#534
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,241
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absolute coordinates
I was trying to display tooltips using the TrackCtl_SetToolTip function, around the mouse cursor gfx.mouse_x and gfx.mouse_y, or at gfx.x and gfx.y, but they are all relative to the window. MEaning that if the window is not at 0,0, the coordinates won't be right.
so the question is, how can we know the left and top coordinates of the UI script window? Thanks!
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09-12-2015, 11:55 PM
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#535
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Human being with feelings
Join Date: Aug 2012
Location: Finland
Posts: 2,668
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Quote:
Originally Posted by heda
so the question is, how can we know the left and top coordinates of the UI script window? Thanks!
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Not possible
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09-13-2015, 02:25 AM
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#536
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,241
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Quote:
Originally Posted by spk77
Not possible
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I hope devs are reading and can fix this. please!
There must be a really big issue with this, for the same reason that we cannot gfx.init a window at some specific coordinates.
If getting the UI window coordinates is difficult, it would be good at least to have the absolute coordinates of the mouse cursor too. not relative to the gfx UI window. Thanks!
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09-13-2015, 03:59 AM
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#537
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Human being with feelings
Join Date: Aug 2012
Location: Finland
Posts: 2,668
|
Quote:
Originally Posted by heda
I hope devs are reading and can fix this. please!
There must be a really big issue with this, for the same reason that we cannot gfx.init a window at some specific coordinates.
If getting the UI window coordinates is difficult, it would be good at least to have the absolute coordinates of the mouse cursor too. not relative to the gfx UI window. Thanks!
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It would be awesome if get_action_context would return (last) mouse coordinates and mouse button states etc.
(It already returns the last mouse wheel value)
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09-13-2015, 07:39 AM
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#538
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Human being with feelings
Join Date: Oct 2007
Location: Lincoln, UK
Posts: 7,926
|
Quote:
Originally Posted by heda
I hope devs are reading and can fix this. please!
There must be a really big issue with this, for the same reason that we cannot gfx.init a window at some specific coordinates.
If getting the UI window coordinates is difficult, it would be good at least to have the absolute coordinates of the mouse cursor too. not relative to the gfx UI window. Thanks!
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+1 from me.
Especially now we can save data per project, reading and writing (via gfx_init) the window origin would be marvellous.
Current screen size too?
>
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09-13-2015, 02:38 PM
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#539
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,241
|
Quote:
Originally Posted by planetnine
+1 from me.
Especially now we can save data per project, reading and writing (via gfx_init) the window origin would be marvellous.
Current screen size too?
>
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I agree with you.
But we need also to update the gfx.init function to support location of the floating window, not only width and height.
the window size is gfx.w and gfx.h but we need gfx.left and gfx.top or something like that, and to be able to gfx.init at a specific location.
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09-13-2015, 02:42 PM
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#540
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Human being with feelings
Join Date: Mar 2007
Location: I'm in a barn
Posts: 4,467
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well you can dock the script, and store the dock state.
So, if you can isolate the window as the only thing in a floating dock, you can workaround it that way...
But %1000 - we need something to open at a particular location.
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09-13-2015, 03:41 PM
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#541
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Human being with feelings
Join Date: Sep 2009
Location: Virginia
Posts: 2,067
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Nitpick:
It would also look nice to see the little Reaper icon in the scripts that have graphics.
Here's a quick comparison.
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09-13-2015, 03:49 PM
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#542
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,241
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Quote:
Originally Posted by WyattRice
Nitpick:
It would also look nice to see the little Reaper icon in the scripts that have graphics.
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I agree... or... why not a custom icon that we could define in the script's code?
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09-14-2015, 01:07 AM
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#543
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Human being with feelings
Join Date: May 2012
Location: Italy - Austria
Posts: 55
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And the 'always in front' pin, please...
__________________
Thanks.
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09-14-2015, 03:19 PM
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#544
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Banned
Join Date: Sep 2015
Posts: 1,650
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Last edited by snooks; 09-16-2015 at 04:47 AM.
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09-15-2015, 09:02 AM
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#545
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Human being with feelings
Join Date: Oct 2007
Location: Lincoln, UK
Posts: 7,926
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Quote:
Originally Posted by Breeder
Am I the only one bothered by this? I know lots of us use either Sublime Text or Notepad++ for editing (nothing wrong with native IDE but it's kinda basic...)
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Is there no edited "REAPER version" of Lua for NP++? Do we just have to add the REAPER API commands to a text file? Have you got a text-file list of them at all Breeder?
>
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09-15-2015, 11:59 AM
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#546
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,241
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Quote:
Originally Posted by planetnine
Is there no edited "REAPER version" of Lua for NP++? Do we just have to add the REAPER API commands to a text file? Have you got a text-file list of them at all Breeder?
>
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this is my keyword list that you can import in the user defined language in Notepad++
https://stash.reaper.fm/25130/Lua%20REAPER.xml
maybe there are some new functions missing, but it's a start.
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09-15-2015, 01:59 PM
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#547
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Human being with feelings
Join Date: Oct 2007
Location: Lincoln, UK
Posts: 7,926
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Thanks Heda -do I import it on top of the existing Lua language in NP++ ?
>
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09-15-2015, 02:12 PM
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#548
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,241
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Quote:
Originally Posted by planetnine
Thanks Heda -do I import it on top of the existing Lua language in NP++ ?
>
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sorry I think I didn't export the xml well. instead of importing user defined language, you cna use the already Lua style in Style configurator, and here is the list of functions for REAPER. You can paste it in the FUNC3 User defined keywords, in the Style Configurator window, in the Lua language.
https://stash.reaper.fm/25131/lua_REAPER.txt
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09-15-2015, 02:38 PM
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#549
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Human being with feelings
Join Date: Oct 2007
Location: Lincoln, UK
Posts: 7,926
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That got it, thanks Heda.
>
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03-19-2016, 11:45 AM
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#550
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Human being with feelings
Join Date: Jun 2006
Posts: 22,567
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Quote:
Originally Posted by spk77
Thanks, it worked!
Here's a very very messy and unfinished test version of " Take volume envelope manipulation" -script. It shouldn't crash anymore, so I thought I post it here for testing purposes:
https://stash.reaper.fm/24419/Manipul...e%20290615.zip
Quick instructions: - Add Manipulate take volume envelope 240615.lua to the action list
- Select one mono take
- Set time selection
- Adjust sliders -> press 'create' (repeat if needed)
- Optionally: Use compress/expand slider to compress or expand selected envelope points around midpoint
- These might be better to set unticked:
- Add edge points when moving envelope points and Envelope point selection follows time selection for the active envelope
It should look like this:
(There was even a messier version in the stash, but I removed it.)
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compress/expand doesnt work here, it resets to 0
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03-20-2016, 04:40 AM
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#551
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Human being with feelings
Join Date: Nov 2008
Location: London, UK
Posts: 2,581
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Quote:
Originally Posted by Jason Brian Merrill
compress/expand doesnt work here, it resets to 0
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I will have to check, but I think this script stopped working in a recent version of REAPER. Not sure why, though, but I couldn't get any joy out of it the other day either.
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05-08-2016, 05:48 PM
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#552
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Human being with feelings
Join Date: Sep 2009
Location: Virginia
Posts: 2,067
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Hi,
Would anyone know if its possible in lua to get the input from a textbox like this, and put the input text in let's say a marker name with a enter keyboard event?
Quote:
Originally Posted by schwa
Here is a basic text edit box in Lua, along with some generic mouse handling code. Super simple, no metamethods or anything, just a proof of concept.
Code:
gfx.init("Lua Sandbox",200,200)
reaper.atexit(gfx.quit)
BGCOL=0xFFFFFF
function setcolor(i)
gfx.set(((i>>16)&0xFF)/0xFF, ((i>>8)&0xFF)/0xFF, (i&0xFF)/0xFF)
end
---- editbox ----
editbox={
x=40, y=100, w=120, h=20, l=4, maxlen=12,
fgcol=0x000000, fgfcol=0x00FF00, bgcol=0x808080,
txtcol=0xFFFFFF, curscol=0x000000,
font=1, fontsz=14, caret=0, sel=0, cursstate=0,
text="",
hasfocus=false
}
function editbox_draw(e)
setcolor(e.bgcol)
gfx.rect(e.x,e.y,e.w,e.h,true)
setcolor(e.hasfocus and e.fgfcol or e.fgcol)
gfx.rect(e.x,e.y,e.w,e.h,false)
gfx.setfont(e.font)
setcolor(e.txtcol)
local w,h=gfx.measurestr(e.text)
local ox,oy=e.x+e.l,e.y+(e.h-h)/2
gfx.x,gfx.y=ox,oy
gfx.drawstr(e.text)
if e.sel ~= 0 then
local sc,ec=e.caret,e.caret+e.sel
if sc > ec then sc,ec=ec,sc end
local sx=gfx.measurestr(string.sub(e.text, 0, sc))
local ex=gfx.measurestr(string.sub(e.text, 0, ec))
setcolor(e.txtcol)
gfx.rect(ox+sx, oy, ex-sx, h, true)
setcolor(e.bgcol)
gfx.x,gfx.y=ox+sx,oy
gfx.drawstr(string.sub(e.text, sc+1, ec))
end
if e.hasfocus then
if e.cursstate < 8 then
w=gfx.measurestr(string.sub(e.text, 0, e.caret))
setcolor(e.curscol)
gfx.line(e.x+e.l+w, e.y+2, e.x+e.l+w, e.y+e.h-4)
end
e.cursstate=(e.cursstate+1)%16
end
end
function editbox_getcaret(e)
local len=string.len(e.text)
for i=1,len do
w=gfx.measurestr(string.sub(e.text,1,i))
if gfx.mouse_x < e.x+e.l+w then return i-1 end
end
return len
end
function editbox_onmousedown(e)
e.hasfocus=
gfx.mouse_x >= editbox.x and gfx.mouse_x < editbox.x+editbox.w and
gfx.mouse_y >= editbox.y and gfx.mouse_y < editbox.y+editbox.h
if e.hasfocus then
e.caret=editbox_getcaret(e)
e.cursstate=0
end
e.sel=0
end
function editbox_onmousedoubleclick(e)
local len=string.len(e.text)
e.caret=len ; e.sel=-len
end
function editbox_onmousemove(e)
e.sel=editbox_getcaret(e)-e.caret
end
function editbox_onchar(e, c)
if e.sel ~= 0 then
local sc,ec=e.caret,e.caret+e.sel
if sc > ec then sc,ec=ec,sc end
e.text=string.sub(e.text,1,sc)..string.sub(e.text,ec+1)
e.sel=0
end
if c == 0x6C656674 then -- left arrow
if e.caret > 0 then e.caret=e.caret-1 end
elseif c == 0x72676874 then -- right arrow
if e.caret < string.len(e.text) then e.caret=e.caret+1 end
elseif c == 8 then -- backspace
if e.caret > 0 then
e.text=string.sub(e.text,1,e.caret-1)..string.sub(e.text,e.caret+1)
e.caret=e.caret-1
end
elseif c >= 32 and c <= 125 and string.len(e.text) < e.maxlen then
e.text=string.format("%s%c%s",
string.sub(e.text,1,e.caret), c, string.sub(e.text,e.caret+1))
e.caret=e.caret+1
end
end
---- generic mouse handling ----
mouse={}
function OnMouseDown()
editbox_onmousedown(editbox)
mouse.down=true ; mouse.capcnt=0
mouse.ox,mouse.oy=gfx.mouse_x,gfx.mouse_y
end
function OnMouseDoubleClick()
if editbox.hasfocus then editbox_onmousedoubleclick(editbox) end
end
function OnMouseMove()
if editbox.hasfocus then editbox_onmousemove(editbox) end
mouse.lx,mouse.ly=gfx.mouse_x,gfx.mouse_y
mouse.capcnt=mouse.capcnt+1
end
function OnMouseUp()
mouse.down=false
mouse.uptime=os.clock()
end
---- runloop ----
function runloop()
gfx.clear=BGCOL
if gfx.mouse_cap&1 == 1 then
if not mouse.down then
OnMouseDown()
if mouse.uptime and os.clock()-mouse.uptime < 0.25 then
OnMouseDoubleClick()
end
elseif gfx.mouse_x ~= mouse.lx or gfx.mouse_y ~= mouse.ly then
OnMouseMove()
end
elseif mouse.down then
OnMouseUp()
end
local c=gfx.getchar()
if editbox.hasfocus then editbox_onchar(editbox, c) end
editbox_draw(editbox)
gfx.update()
if c >= 0 and c ~= 27 then reaper.defer(runloop) end
end
gfx.setfont(1,"verdana",editbox.fontsz)
reaper.defer(runloop)
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05-09-2016, 04:13 AM
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#553
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Human being with feelings
Join Date: Sep 2008
Location: Calgary, AB, Canada
Posts: 6,551
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Yes:
integer reaper.AddProjectMarker(ReaProject proj, boolean isrgn, number pos, number rgnend, string name, integer wantidx)
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05-09-2016, 06:42 AM
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#554
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Human being with feelings
Join Date: Sep 2009
Location: Virginia
Posts: 2,067
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Quote:
Originally Posted by Lokasenna
Yes:
integer reaper.AddProjectMarker(ReaProject proj, boolean isrgn, number pos, number rgnend, string name, integer wantidx)
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Thanks for the reply.
I think I might have wrote the question the wrong way or something.
In schwa's example of the textbox, when I type something in, and press enter on the keyboard, how can I return that to output?
Thanks, Wyatt
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05-09-2016, 07:31 AM
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#555
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Human being with feelings
Join Date: Sep 2009
Location: Virginia
Posts: 2,067
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I might of figured it out, or at least this is working.
At the end of the editbox_onchar(e, c) function, I added:
Code:
if c == 13 then -- enter key pressed
pos = reaper.GetCursorPosition()
reaper.AddProjectMarker(0, false, pos, 0, e.text, -1)
end
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08-07-2016, 07:38 AM
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#556
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Human being with feelings
Join Date: Mar 2007
Location: Denver, CO
Posts: 633
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Quote:
Originally Posted by heda
I agree with you.
In fact, most of the scripts we have don't use keyboard shortcuts. So the default could be to just ignore the keys in the scripts. And in case you have one script that needs some keys, you can just set it to pass all keys to the script and be a setting that is remembered somewhere. Could be an easy method to implement.
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Seems inappropriate to 'hardwire' keycommands into a script anyway!
Shouldn't there be a means to let the user do it via the action menu, so they know their script commands won't conflict with existing keycommands?
The whole stealing focus thing (while cleary sometimes necessary for VSTs that are not part of the reaper ecosystem) seems like a less than optimal approach for something that should be able to be made to co-exist happily with the host app.
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08-07-2016, 08:22 AM
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#557
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,241
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Woodslanding, the focus issue is solved now with a function that we can call to focus on the arrange so the script can be nice not stealing the focus if not needed. But you need to have SWS installed. But better control on the focus would be nice, for example to focus to MIDI Editor etc.
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08-08-2016, 03:28 PM
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#558
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Human being with feelings
Join Date: Mar 2007
Location: Denver, CO
Posts: 633
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Well, that's good. Is there a means to pass focus to your script if needed?
I still think a solution like I mentioned makes sense. However, I can live without keycommands in scripts myself.
Thanks!!!
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11-18-2019, 02:20 AM
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#559
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Human being with feelings
Join Date: Mar 2017
Location: France
Posts: 627
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Quote:
Originally Posted by Breeder
Not really a place for this, but since we already started talking about it...almost done!
I just have to solve it for tempo envelope and then I'll push it to our GitHub for new SWS pre
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Is this feature avalable now ? how do we activate it ?
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11-18-2019, 06:51 AM
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#560
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Human being with feelings
Join Date: Apr 2016
Location: ASU`ogacihC
Posts: 3,913
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Quote:
Originally Posted by Regisfofo
Is this feature avalable now ? how do we activate it ?
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Maybe this action?
Code:
SWS/BR: Freehand draw envelope while snapping points to left side grid line (perform until shortcut released)
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