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    Mesh Gradient Toolbar Slider Not Working

    Scheduled Pinned Locked Moved VectorStyler 1.1 Bugs
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    • _ Offline
      _NM_
      last edited by

      When applying a gradient mesh to an object's fill, the toolbar slider controlling opacity in the top horizontal contextual toolbar is locked for most of the peripheral mesh nodes of the object.

      For some of the mesh nodes, physically typing the opacity values, or using up and down keyboard buttons to change the value activates the slider, but not always, and not for all affected nodes. This may be related to having at some point locked the object in the layers panel, and unlocked it again.

      While there is a workaround with physically typing the value in the top horizontal toolbar, it is an interface bug.

      macOS Sonoma 14.5 - MacBook Pro 16" - Apple Silicon M2 Max

      VectorStylerV 2 Replies Last reply Reply Quote 0
      • _ Offline
        _NM_
        last edited by

        P.S. Also, while the slider works for some nodes, on application relaunch, it does not. In some nodes, clicking along the course of the slider will move the slider to that position, but it requires repeat clicking, and the slider cannot be dragged using the mouse. Thanks.

        macOS Sonoma 14.5 - MacBook Pro 16" - Apple Silicon M2 Max

        VectorStylerV 1 Reply Last reply Reply Quote 0
        • VectorStylerV Offline
          VectorStyler @_NM_
          last edited by

          @_NM_ I added this to the backlog. I will try to replicate and fix it ASAP.

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          • VectorStylerV Offline
            VectorStyler @_NM_
            last edited by

            @_NM_ Could not replicate this with a basic test (including the lock/unlock sequence).
            What panels are open while this error occurs? A short recording might help.

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            • VectorStylerV Offline
              VectorStyler @_NM_
              last edited by

              @_NM_ Correcting the previous post:

              Yes, this can be replicated easily with the current build.

              The fix will be in the next build (already fixed).

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