Advanced Bevel
Advanced Bevel
Every release, newest first
Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.
| Item | Detail |
|---|---|
| Current version | 1.0.1 |
| Released | 21 September 2026 |
| Blender | 3.3 – 5.2 |
| Licence | GPL-3.0-or-later |
1.0.1 — 21 September 2026
Fixed
The corner handles are visible again on the Vulkan backend. On Blender set to Vulkan (Preferences ▸ System ▸ Backend), the coloured dots marking each corner did not appear, while OpenGL showed them normally. The tool itself worked throughout — only the dots were missing, so an edit could be made but not aimed.
The handles are drawn as GPU points, and the Vulkan backend ignores the requested point size for the shader the add-on used, which left every handle one pixel wide. They are now drawn with Blender's dedicated point shader, which honours the size on both backends. Nothing changes if you use OpenGL: the handles are drawn exactly as before.
Reported by a customer, and confirmed by measuring what actually reaches the screen on Blender 5.2 under both backends.
1.0.0 — First release
A bevel whose rounded corners hold their shape as the width grows.
What it does
- Built on Blender's own bevel topology: the result starts where Blender would put it, and then every corner becomes a handle you can edit before you confirm.
- Per-corner control: width, spread, vertex count, profile shape and segments, each on the corner you pick rather than on the whole loop.
- A side — the stretch between two corners — has its own small handle and its own width, and follows its corners until you give it one.
- J merges corners into one, and corners can be split back apart, so you say which vertices are one corner and which are along for the ride. Merging and splitting move nothing by themselves.
- Copy one corner's settings and paste them onto another, choosing what to carry across.
- Auto Merge, Keep Shape and Classic modes, Even offset and Clamp Overlap, each a single key.
- [ and ] set how sharply a vertex has to turn to count as a corner, so the same loop can read as few corners or many.
- The offset is worked out in world space, so on an object scaled in Object Mode the width is the width you see on screen and a round corner stays round on screen.
- Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.
Pure Blender, and nothing to configure. No game engine, no external tool, and no network use of any kind: it opens no sockets, sends no telemetry and checks no licence. Blender's own Bevel is untouched and still on Ctrl + B.
A Blender add-on. It needs no engine, no external tool and no network access.
Advanced Bevel
Every release, newest first
Every release of the add-on, newest first. One package covers Blender 3.3 – 5.2: a modern extension on 4.2+, a classic add-on on 3.3 – 4.1.
| Item | Detail |
|---|---|
| Current version | 1.0.1 |
| Released | 21 September 2026 |
| Blender | 3.3 – 5.2 |
| Licence | GPL-3.0-or-later |
1.0.1 — 21 September 2026
Fixed
The corner handles are visible again on the Vulkan backend. On Blender set to Vulkan (Preferences ▸ System ▸ Backend), the coloured dots marking each corner did not appear, while OpenGL showed them normally. The tool itself worked throughout — only the dots were missing, so an edit could be made but not aimed.
The handles are drawn as GPU points, and the Vulkan backend ignores the requested point size for the shader the add-on used, which left every handle one pixel wide. They are now drawn with Blender's dedicated point shader, which honours the size on both backends. Nothing changes if you use OpenGL: the handles are drawn exactly as before.
Reported by a customer, and confirmed by measuring what actually reaches the screen on Blender 5.2 under both backends.
1.0.0 — First release
A bevel whose rounded corners hold their shape as the width grows.
What it does
- Built on Blender's own bevel topology: the result starts where Blender would put it, and then every corner becomes a handle you can edit before you confirm.
- Per-corner control: width, spread, vertex count, profile shape and segments, each on the corner you pick rather than on the whole loop.
- A side — the stretch between two corners — has its own small handle and its own width, and follows its corners until you give it one.
- J merges corners into one, and corners can be split back apart, so you say which vertices are one corner and which are along for the ride. Merging and splitting move nothing by themselves.
- Copy one corner's settings and paste them onto another, choosing what to carry across.
- Auto Merge, Keep Shape and Classic modes, Even offset and Clamp Overlap, each a single key.
- [ and ] set how sharply a vertex has to turn to count as a corner, so the same loop can read as few corners or many.
- The offset is worked out in world space, so on an object scaled in Object Mode the width is the width you see on screen and a round corner stays round on screen.
- Nothing is committed until you confirm, and Esc puts the mesh back exactly as it was.
Pure Blender, and nothing to configure. No game engine, no external tool, and no network use of any kind: it opens no sockets, sends no telemetry and checks no licence. Blender's own Bevel is untouched and still on Ctrl + B.
A Blender add-on. It needs no engine, no external tool and no network access.





