Version confirmed with existing option: 2.82.7, Versions confirmed to omit previously existing option: 2.91.2, 2.93.0 Alpha, Steps to reproduce:  Load: Factory Defaults, Select: Cube, Switch to: Edit Mode, Select: All, Left Mouse Click: Vertex (Menu drop down),  Newer versions do not have the &quot;Merge Vertices&quot; option in the drop down menu, while key pressing &quot;M&quot; does still invoke the option as before. As a beginner, I always use the drop-down menu options as I slowly learn shortcut keys, as such, it is best to have as many options available in the menus. So, is this an ill-fated new feature or bug?
122889
I downloaded the latest version of Blender 2.8 beta today.   I used to remove double vertices by switching to Vertex selection mode -> Choose all vertices -> Right click > choose Remove Doubles (in Blender 2.80 which I downloaded in April).  But I found the option - Remove double vertices gone. I switched to Vertex selection mode and press F3 to search but could not find it. Maybe it has got another name?
57214
I was wondering if I always need to use the maximum value of the options from the elements of "Add Modifier". For example, do I need to use the view 6 in Subdivision surface? I know it depends of what we are trying to achieve, but we all want the same. Make something look the most believable. So do you always use the maximum value Blender offers?
102140
I'm in UV Editor and trying to snap the 2d cursor to the vertex ( while the vertices are visible). I turn ON snap and set it to 'vertex mode' , but the 2d cursor won't snap to any visible vertex at all. I can only make it snap to the grid (increment node). Is it a bug ? or did i miss something here ? i'm using 2.8.
116830
I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far?  My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object?  If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates.  Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.)  Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.)  Note: I'm using OpenGL ES.
19909
I am attempting to create my first 3D character just for practice. Being one of my first 3d models I going through the learning curve needless to say. In doing so I find myself creating many extra vertices. Where we will say 10 vertices on a rounded shape are spaced out on the equator and on the other north pole end of the edges they are very close. The close end could all be one vertex. Is it possible to say merge all points to one point and delete the rest?
34194
I am pretty new to Blender but I looked at some tutorials on how to build my own structure etc. I found one  at about 2:05 minutes, where they select all inner vertices with some clicks and removes them afterwards.  Can somebody help me to redo this on my objects? I have for example two cubes and they intersect each other. My next steps are joining these two cubes, I click in edit mode on Mesh > Faces > Intersect  Then I choose Self intersect and now I am losing track of the video, where he does Link select and inverts the selection and then magically he just removes the selected parts...  Can somebody help me on this a little.  If I let the internal geometry stay, my printouts in the printer get holes and other ugly stuff...  EDIT  Since I got now an answer where some people up voted but it is still not working in my example.  I added a screenshot  Here I have two cubes moved against each other. The answer from Gwenn suggests to use Select > Internal Faces but in my case there is only Select > Interior Faces. I guess this is a typo but it is also selecting nothing. When I click on Select > Non Manyfolds there is also no selection :-(  After following some links and checking the '3D Printing Tools' add on, I found the check function there which tells me how many problems where found in before printing (visible in the screenshot). It says no Manyfolds, maybe thats the reason. But I still have the problem of empty spaces within the 3D print where the two cubes overlap.  Again, I just created two cubes and moved them against each other until they intersect.  The only possible solution by now is to use a boolean modification, Difference and select the second cube. In this case the overlapping part gets removed from one of the cubes. Not very handy but by now the only solution which works.
44852
I'd like to select vertices that are directly beneath the one I am selecting to save me the trouble from moving out of ortho view. It's mostly on simple shapes like the cube below.  Notice how the first image has two vertices selected. However, if the other side is not.    I want to be able to select vertices like so without coming out of ortho mode:    Is there a way to do this?
12567
How can I change Blender from the default cube/lamp/camera default setup? Also, is it possible to change other features, such as the default view direction (Top, Side, etc) or the Editor type (3D View, Node Editor, Graph Editor, etc)?
30184
I open Blender 2.80 (official release, not a beta or RC) and get the new scene with the usual 3 objects present (camera, light and cube). I select the cube, press 't' for the tools menu and click on the Move tool. The usual 3 axis glyph appears at the cube's origin as expected. But if I use the hotkey 'g' to activate the move transform instead of selecting the tool from the menu with the mouse this glyph does not appear. The exact same problem exists if I use the a hotkey for rotate or scale as well. Why? Is there some clickable checkbox setting hidden somewhere that could have disabled this?
55694
I have a cube. I select a face of it, and do the following 3 steps:  Insert face Extrude face Resize face  Is there a way to save these 3 actions to be able to use on any other faces? Like a hotkey/macro to improve the workflow. What keywords to search for this? Thanks for your help!
33297
I can edit &quot;YOUR COMMUNITIES&quot; in the upper left drop-down menu from any of my communities: (e.g. )    But in  portal there's no &quot;edit&quot; link:    Why is that and how can I edit the list in  portal?
110071
So the first picture is right after I selected where I will cut, and the second picture is after pressing Enter/Space Bar which should apply my previous result to the world. But it is not what I asked blender for, and it tries to snap at vertices. In the tutorial video, it seems that I can cut edges without already existing vertices but it is not the case for me. How do I change this?
68239
I have problem with this function because i work in Maya and other 3D applications that use this key combination... This option on Ubuntu 11.04 was in "window" section so i could change it to something else to avoid conflicts... where is this located in Ubuntu 11.10?
121018
The hotkey for mesh select mode (vertex, edge, face) while in edit mode Ctrl + Tab has been reassigned in 2.8. Is there another hotkey assigned for this?
92876
The original multicollider™ wouldn't even open with a keyboard, but the new one can be selected and opened with enter. However you can't actually select any of the options within it with the keyboard; it just opens and you can look at it.  The main problem here is that the link to the site Main / Meta is now in there and are no longer links in the header itself (the same with chat too, although that is present further down the page - but you'd never be able to get to it with keyboard-alone, unless you are a masochist and want to tab through everything down to the site footer).  This means people using MSO (And any other Stack Exchange site that this header will display on) with keyboard-only can't access the Main / Meta site without typing in the URL itself. This is a step backwards for these users.
68916
When you add a new mesh, the overlay appears in the bottom left of the screen allowing you to change certain properties. Recently, however, when I try to click on any setting, the box disappears. I've tried clicking, dragging and any combination of both, but the overlay doesn't respond and vanishes as soon as you release the mouse button.    Obviously you only get one chance to change these properties - so I'm stuck without it.  Could an add-on be causing the problem?
47969
Can I get from bpy which (if any) vertex / edge / face is currently under the mouse cursor? This would be quite useful for making more modeling tools.  Right now what I have to do is, , use a selection list and update it when new valid edges are added to the selection. The problem with that is I loop through all edges each time, which can be a bit slower on large meshes.