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Inkscape 1.0 Beta 1

inkscape.org

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Re: Inkscape 1.0 Beta 1

#161

Earlier quoted context omitted.

Ah, didn’t spot the blob tool. Good show. Inkscape 1.0 adds what’s basically a more powerful version of that, a pressure-sensitive pencil, implemented with the powerstroke live path effect—more powerful, I say, because it’s editable , because it’s not immediately flattening it to what SVG can represent, but is also keeping its own editor information in namespaced attributes. That’s how you can add things like that an…

On second thought, 100% parity might be a bit overoptimistic as some features such as auto-wrapped text and mesh gradients rely on APIs that must be implemented upstream by Chromium (and those features are not the top priority for Google). But 95% seems sensible to me. There should be an outline shown when you hover a path with the "Edit" tool [1], though it's a bit sloppy and needs more optimization. Most path-relat…

You don’t need upstream support for all features; you can often implement them in older SVG techniques with namespaced extra data to help with editing. That’s how text wrapping has worked in Inkscape historically, though 1.0 is introducing support for the actual defined SVG functionality.

Not everything is possible this way; mesh gradients can’t be emulated in vectors, for example—though you could effectively implement a canvas-backed renderer for it to polyfill it; but a lot of functionality can be implemented without upstream support.

Re: Inkscape 1.0 Beta 1

#162
post #60

Earlier quoted context omitted.

I'm not on MacOS but find Inkscape pretty snappy in general, even with big projects. Perhaps it's not the Layers but the effects? Blur in particular is pretty slow. Have you tried reducing the displayed filter quality? This doesn't effect the image itself, only the display in Inkscape. It's in the render tab in Inkscape preferences. At View -> Display Mode you can also toggle between full display, display without fil…

I'm using plain symbols and pen drawing when testing and CPU shoots up to 70% instantly, moving objects are sluggish and every move makes the CPU spike again. The more curves I have, the more sluggish it becomes.

Do you use MacOS, too?

Re: Inkscape 1.0 Beta 1

#163

Just in case you are looking for a commercial alternative to Inkscape with a more modern UI and Chromium-based rendering engine, check out my project Boxy SVG: https://boxy-svg.com The next version (to be released in 2-3 weeks) is going to introduce full support for filters and color swatches. In the upcoming 12 months I expect to reach full feature parity with Inkscape.

Thanks but I'll stick with free software. Why don't you give me an option to pay you to contribute to Inkscape instead?

There are already some Inkscape developers who accept donations, for example Tavmjong Bah [1] who has been a long time contributor and still actively works on it.

I'm not sure why you want new developers to donate to when the existing ones clearly didn't reach their goals yet.

[1] https://www.patreon.com/tavmjong

Re: Inkscape 1.0 Beta 1

#164
post #93

Earlier quoted context omitted.

The latter point? Yeah, there's a few things I can point to: - PNaCl, which was essentially Chrome's ActiveX. Thankfully going away in the near future, after nobody else implemented it. See https://www.cnet.com/news/mozilla-coder-chrome-violates-goog... - The severe limits applied to the webRequest extension API, breaking extensions such as uBlock Origin, without cross-browser consensus: https://blog.mozilla.org/addo…

I mean any reason to believe Mozilla will be out of the running in a few years.

Ah, then you should have replied to the parent!

But no, I personally don't think so - provided web developers do their job and stop designing for one browser. I've been impressed with their recent work - Quantum, developer edition, WebRender etc. Don't care so much for the sync/VPN/other external services, though Firefox Send is quite neat.

Re: Inkscape 1.0 Beta 1

#165
post #100

Earlier quoted context omitted.

Eh, Photoshop hasn't really optimized their UI/UX, their UI goes back to the original MacPaint by Bill Atkinson (Photoshop started as a more powerful MacPaint) and has evolved over the years starting from that. It is just that it became a very common UI for similar applications and the reason to make something similar isn't because Adobe has spent millions optimizing it, but because a lot of people are already famili…

I agree with the spirit of jorvi's comment but your specific point points are notable. Last time I checked ps still defaulted to require control-shift-something-non-standard for redo, unless you customize the key mappings. there are much more standard bindings and they even admit the only reason for this default is legacy users .

If you refer to Ctrl+Shift+Z, it is very common for redo and also very convenient since you switch between undo/redo by pressing Shift (which is also consistent with many other shortcuts that use Shift as a way to reverse their effect - see Tab/Shift+Tab, Alt+Tab/Shift+Alt+Tab, etc). Many programs provide both shortcuts for redo (including by OS vendors, e.g. Microsoft) though they're not always shown in the Edit menu (f.e. Notepad++ shows both whereas Visual Studio only shows Ctrl+Y but also supports Ctrl+Shift+Z)

Having said that i think Photoshop's non-standard Undo/Redo use is that it uses Ctrl+Z as a "last step undo" in that Ctrl+Z flips between undo/redo so that if you do some operation, press Ctrl+Z, it undoes that operation and if you press Ctrl+Z again it redoes it (and Ctrl+Z again undoes it, etc). This is because Photoshop at the past, like many other programs, had only a single step undo where Ctrl+Z would undo the last operation - including undo itself (so if you painted, undo would undo the paint and the next undo would undo the undo itself thus restoring the paint). Many artists used to this as a way to quickly compare the result of operations like crops, filters, etc so it became part of their workflow and was mentioned in articles, books, etc so Adobe most likely decided to use a different key when they introduced an undo stack. That was at a time that many other programs still had a single undo step so using a different key wouldn't really be non-standard. But again that became part of workflow, documented, etc so both remained as they were to avoid alienating users.

Though TBH that is based on my very brief use of Photoshop many many years ago, things may have changed since then.

Note that some simple programs still work like that, e.g. Notepad only has a single level of undo and pressing undo again undoes the undo itself.

Re: Inkscape 1.0 Beta 1

#166
post #165

Earlier quoted context omitted.

I agree with the spirit of jorvi's comment but your specific point points are notable. Last time I checked ps still defaulted to require control-shift-something-non-standard for redo, unless you customize the key mappings. there are much more standard bindings and they even admit the only reason for this default is legacy users .

If you refer to Ctrl+Shift+Z, it is very common for redo and also very convenient since you switch between undo/redo by pressing Shift (which is also consistent with many other shortcuts that use Shift as a way to reverse their effect - see Tab/Shift+Tab, Alt+Tab/Shift+Alt+Tab, etc). Many programs provide both shortcuts for redo (including by OS vendors, e.g. Microsoft) though they're not always shown in the Edit men…

I think we're agreeing after the fog clears of remembering the details.

To be more precise, after looking again the issue was, there was no way to use control-z for multiple undo without remapping the keyboard. Looks like they finally fixed it:

In older versions of Photoshop, you could only press Ctrl + Z once to undo your most recent change. If you wanted to undo more changes, you had to change the shortcut keys to Ctrl + Alt + Z.

from version 20.0.0 (CC 2019) onwards, we can just press Ctrl + Z which makes things a little easier

There was a blog post by a product engineering at adobe that lamented they had to stick with it for so long for legacy reasons. This supports your point that many parts of the UX would likely be much different given a modern clean sheet design.

Re: Inkscape 1.0 Beta 1

#167

Earlier quoted context omitted.

Thanks but I'll stick with free software. Why don't you give me an option to pay you to contribute to Inkscape instead?

There are already some Inkscape developers who accept donations, for example Tavmjong Bah [1] who has been a long time contributor and still actively works on it. I'm not sure why you want new developers to donate to when the existing ones clearly didn't reach their goals yet. [1] https://www.patreon.com/tavmjong

Thanks. Now this is an appropriate link asking for money for this thread. The post I was replying to was completely inappropriate and shameless hijacking of an Inkscape thread.

Re: Inkscape 1.0 Beta 1

#168
post #153
post #146

Earlier quoted context omitted.

Gimp is garbage bro. A window for each tool? That your WM manages? Okay where is that tools window or layers window or what if I’m editing 20 icons and one of my icons was covered by a browser window. At least old photoshop would remember z order and bring them to the surface and keep tools on top. Gimp May have fixed this one issue but it’s an example of why paid UX design wins 99 times out of 10

Gimp has had a single-window layout for a long time now.

So has photoshop ;). I think you are forgetting the thread you replied to

Re: Inkscape 1.0 Beta 1

#169
post #68

Earlier quoted context omitted.

I am an extensive user of Premiere and After Effects and didn’t experience a single crash that was to blame on Adobe within the last 12 months. The crashes I had were due to 3rd party plugins. I am slowly replacing AE with Blender now, but for certain stuff I still like it.

By the way, if anyone is looking for an alternative right now, the industry (well at least the amateur community) seems to be moving towards Davinci Resolve (as Premiere replacement) which has a free version (very functional, can export up to 4k videos), has a linux version (!) (with some limitations) and has been much more stable for me so far.

I am actually already using resolve for grading, I wouldn’t really recommend it for full time editors yet, but for ambitioned amateurs it might be the best deal om the market right now
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