Love it! Thanks
Bro where are the geometry modifiers. It is must to add them in the list
The old modifier list menu is more or less just a 1:1 copy of the code of the previous add modifier menu in Blender. That one did not support geomtry nodes modifiers either. While I would like to add it in the future, I am not sure how to do it on a techinical level, or if its even possiable at all.
If you know more how implemnting it could be done, feel free to submit a pull request: https://github.com/Dangry98/modifier_list-for-Blender-4.0/pulls
nice addon!! , but for 4.3 , can't work with grease pencil, waiting for next level
Thanks for the review, you can follow the issue here: https://github.com/Dangry98/modifier_list-for-Blender-4.0/issues/11
Can't live without it. Waiting for a update to make use of new bevel attribute system. May I suggest something? Multiple bevel modifier attributes is a BIG thing, can you add attributes tab to modifier popup please? So it was easier to edit them
Thanks for the review! I add support for the new bevel attribute and for the attributes tab in the latest update.
would love a ctrl + a on hover option. not a deal breaker but would be fantastic. One of my favourite addons. Always works and feels far more intuitive once you use it. Great that it has been brought back from the dead and really hope the addons development continues. Great work
Hi, thanks for the review! :)
I would also really like to have Ctrl A Apply Modifiers on hover! Unfortunately, it seems impossible to do in the Blender Python API, but perhaps it can be implemented with a hack somehow? I will look into it.
I love the addon, but I have one make or break habit that is stopping me immensely. I got used to applying modifiers with ctrl+A by quickly hovering over the modifier, and that is definitely a functionality that I sorely need with this one. If you could add that back in that would be great and I will continue using it.
Hi, thanks for the review! :)
I would also really like to have Ctrl A Apply Modifiers on hover! Unfortunately, it seems impossible to do in the Blender Python API, but perhaps it can be implemented with a hack somehow? I will look into it.
Very helpful
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