I am having an issue all of a sudden when parenting a few objects just added in that they parent but appear to be a duplicate in the hierarchy under the parent and are grayed out. This is using Blender 3.0
As you can see these last 2 I parented are grayed under parent and still remain below in the collection when they were created. I have been parenting other objects (drag n drop as well as Ctrl P keeping transforms too) just fine until today and have no idea why I am getting these results?
Can someone help me understand why I am now getting these results and how to correct this issue?
TIA!
Rick...
Please see my previous comment resolving my issue at least and maybe this will help others should it happen to them.
Thanks.
Rick...
Related
I am stuck when I try to construct dynamic button container in Godot like shown at attached video. Is there any possible way to make it easy in Godot?
Would be appreciate for your help!
Here's my problem's description video
I would try a mix of VBoxContainers with rows of GridContainers. I've worked with GridContainers a lot recently and see no problems getting that effect done. Just add your dynamic buttons to the grid in the appropriate row.
https://docs.godotengine.org/en/3.0/classes/class_gridcontainer.html
Noticed this is a few months later so hopefully you found a solution.
great people from Stack!
I'm having some issues working with Full Calendar I would like to get some help with.
First of all, Full Calendar is an amazing tool. Everything I have had any doubt with has been solved in a breeze just by taking a look at the docs or googling five minutes. However, there is a problem I'm dealing with and can't find (I'm starting to suspect it is virtually impossible, or at least it is for me to imagine how to do it) the way to get it solved.
I'm implementing this library in a project which is meant to be something like an appointments manager, among other things. A (simple) functionality I wanted to add is to open a modal when a calendar cell (agenda week would be the main view) is clicked with a form, allowing to create an appointment for the selected cell. To improve usability, I thought it would be nice if the cells had some kind of hover effect, so that you can feel there is 'something' behind clicking this element. The thing is, the calendar is composed by something like 2 separated overlapping tables, one with rows and the other with columns, that form the grid. The modal system is done and working, dayClick made the trick. Any way to do anything similar to what I am talking about, the hover stuff? (my idea was to make some kind of (+) button appear when hovering, but anything would work.
Thank you!
Seth
Edit: I noticed there is a 'selectable' directive which, given only to the AgendaWeek view, allows me to select cells. The selection is made by the JS code, adding an element just above the cell, with its dimensions. Wouldn't it be any way to call this from hovering a cell instead of just clicking it? I wonder that highlight cell is rendered from the position of the mouse at the time of the click and wouldn't be very efficient to check that all the time...
I am relatively new to coding on Swift and Xcode. When I was attempting to fix the design of my app, I unchecked the "Use Auto Layout" button assuming that it would simply shut off auto layout for that specific entity (An MKMapView in this situation):
Unfortunately, this removed all the constraints that I had for the entire app! I quickly tried to revert my changes by rechecking the box but it did not return to normal. Are all my constraints gone forever or is there a way to recover them?
Unfortunately, my repository is slightly out of date and I would lose a lot of work if I were to reset with the most current version saved. Any help would be amazing and really end the extreme amount of stress I just placed on myself. Thank you!
Sadly, your constraints are probably gone. Unchecking this box removes all constraints.
If you did not close and open your project since unchecking the box, you can try and undo the change, it will revert to the previous state if the conditions are ideal.
when in the Magnolia UI a click/double click on a node provokes a redraw of the UI. That wouldn't be bad if after the click the focus would still be the same but instead your are being thrown to a random node as the focus. Its frustrating to work with because with a big structure like we have, for every click you need to scroll and look again for the node you want to work with.
I googled extensively but have found no clue how to fix this behaviour.
It happens in Chrome 56.0.2924.87 as well as in Firefox 52.0.2 (64-Bit)
Any idea would be welcomed, this is really annoying.
Best wishes,
Chris
I assume you hit to https://jira.magnolia-cms.com/browse/MGNLUI-4084,
this has been fixed since 5.5.2. Please try to update and see if that works for you.
If unfortunately that's not the case, please feel free to report it to Magnolia.
Cheers,
I'm facing a pretty strange problem and I need some help from your brains :)
1) I'm using Qt 4.6.0
2) I want to enable drag&drop (Qt::MoveAction with QAbstractItemView::InternalMove only) on items in a treeview.
3) I have my own model and a proxy model used to perform some sorting...
4) Drag&Drop works well except for one single thing, here it is :
When I perform some "real quick" drag&drops in the tree (basically throwing items from a parent to another) or when I'm trying to throw an item out of the three (above the first parent, between the top parent and the treeview's viewport's limit), the moving item disappears...
Even worse, sometimes, a corrupted item is created above my first folder (See the following pictures).
Image Before
Image After
Let's try and summarize a bit :
When I perform quick and random moves with the items in the tree(changing their parents or re-placing the items in their current parent), sometimes I have items that go everywhere but where they should... I also remind you guys that when used "normally" my drag&drop works...
I hope I've been clear enough, don't hesitate to ask for further details !
Thanks in advance for your help !!
I've been having the same problem, and it seems to be because you can drop an item onto another item, and then replace that item. I haven't figured out how to solve this problem though.