 Oh, the community, it's Pablo Vasquez. You know what's new in Blender today? It is two tools for modeling. These have been requested for years by the community. It's snapping support for Vertex and Edge Slide. Yes, so now while you're sliding, for example, if I want to slide this edge, I just press G twice. So G1, so then G again to start Edge Sliding. If I want to snap it or put it somewhere here, I would just do it by eye, but you can now snap it to, for example, this vertices over here for more precision. I can just go into the snapping options up here in the header, snap to Vertex, turn on snapping, and then just basically just start and snap it like maybe here or maybe down here. So yeah, it just works. It feels more like a backfix more than a new feature, but it's something that the community has been asking for ages and it's part of a bigger project regarding snapping. This also works for Vertex snapping. So for example, say I have here, I don't know, like a bunch of subdivisions and I want to have the, I don't know, I want to slide this vertex to exactly the point between these two vertices. How would I do it? Well, now you can just simply use, for example, snapping and I can turn on the snapping. And then while I'm edge sliding, I can go ahead and say, for example, okay, snap it to this point. I just press A to add a snap point and then A here again over this vertex to have another snap point. It's gonna choose the middle point. And you can see here it's exactly in the middle, I think. Let's make an edge here. Yes, exactly aligned. So isn't that great? This feature is gonna speed up a lot of work and it just was impossible to do otherwise before, except with add-ons, I guess. Now the snapping also works in object mode for the center of these objects, of the camera and the lights. So you can just, if you have snapping enabled, you can just simply snap to the center of a lamp. That wasn't possible before. So very, very welcome features. There is another feature for modelers. This one is regarding the bevel modifier. For example, if you go and add a bevel modifier, you're gonna see now in the new layout, you're gonna see that the dropdown for width type, you can choose offset with depth percent and absolute. This is the new one, absolute. Allows you to set in distance the bevel that you want that is gonna be absolute to that mesh. So if we go and see the commit logs, you can read more here. It's a bevel, add new absolute mode for interpreting the amount value. This mode is like percent, but measures absolute distance along edges and edges instead of a percentage. And that is really gonna come handy. I don't have an example right here, but if you use this modifier, you know what you are getting. Another feature while we are here, it's in the UI side of the bevel modifier would allow you to, if you use a custom here, a custom shape for your bevel, you're gonna see that now while you add a dot, you're gonna have these little points over here, these little icons over here. What does it mean? It means that you can control these points now like if they were curves, like the shear curves, like curve objects in the viewport. And that's awesome because you can also have this kind of points and you see, well, now I don't have enough segments, but if I add some, you can see now that you can see the effect in there while you're editing. It makes it so much easier to edit these lines and you can do things you couldn't do before except by adding a bunch of points. So very, very neat. This way of controlling the points of your custom bevel profiles. I hope you like this feature. It's been nice to split off these new features in little small videos. I'm gonna come up with more as the developers keep adding them. You're gonna find this on Blender 2.90, the alpha. So you can go to builder.blender.org or blender.org slash experimental. And there you can download the alpha that contains this new feature. Go enjoy, share, report a bug if you find it and have fun, happy blending, bye-bye.