Modifiers disappear when you have multiples of them (opening old files) #85223

Closed
opened 2021-01-30 11:16:42 +01:00 by Sven Stein · 46 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon(TM) RX Vega 11 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6

Blender Version
Broken: version: 2.91.2, branch: master, commit date: 2021-01-19 16:15, hash: 5be9ef4177
Worked: (newest version of Blender that worked as expected)

Short description of error
When you add multiple modifiers, other modifiers will disappear and cant be changed anymore.
Here is a video showing the bug when I create multiple modifiers:
2021-01-30-10-59-48.gif

Exact steps for others to reproduce the error

  • Open attached file
  • Add more than one modifier to the object. (mask or shrinkwrap modifiers are most affected)
    You will see other modifiers disappear and cant be clicked anymore. You will see them when you drag other modifiers around.
    untitled.blend

File from #86101
BrokenMods_Stripped.blend

File from #86108
Model_Tettey Nartey.blend

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD Radeon(TM) RX Vega 11 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6 **Blender Version** Broken: version: 2.91.2, branch: master, commit date: 2021-01-19 16:15, hash: `5be9ef4177` Worked: (newest version of Blender that worked as expected) **Short description of error** When you add multiple modifiers, other modifiers will disappear and cant be changed anymore. Here is a video showing the bug when I create multiple modifiers: ![2021-01-30-10-59-48.gif](https://archive.blender.org/developer/F9605141/2021-01-30-10-59-48.gif) **Exact steps for others to reproduce the error** - Open attached file - Add more than one modifier to the object. (mask or shrinkwrap modifiers are most affected) You will see other modifiers disappear and cant be clicked anymore. You will see them when you drag other modifiers around. [untitled.blend](https://archive.blender.org/developer/F9605265/untitled.blend) File from #86101 [BrokenMods_Stripped.blend](https://archive.blender.org/developer/F9853047/BrokenMods_Stripped.blend) File from #86108 [Model_Tettey Nartey.blend](https://archive.blender.org/developer/F9857033/Model_Tettey_Nartey.blend)
Author

Added subscriber: @HADESBLACK

Added subscriber: @HADESBLACK

#86101 was marked as duplicate of this issue

#86101 was marked as duplicate of this issue

#86108 was marked as duplicate of this issue

#86108 was marked as duplicate of this issue

#86303 was marked as duplicate of this issue

#86303 was marked as duplicate of this issue
Sven Stein changed title from Modifiers disappear when you have multiple instances to Modifiers disappear when you have multiples of them 2021-01-30 11:18:21 +01:00
Author

Removed subscriber: @HADESBLACK

Removed subscriber: @HADESBLACK

Added subscribers: @HADESBLACK, @rjg

Added subscribers: @HADESBLACK, @rjg

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

I was unable to reproduce the issue in 2.91.2 on both Windows and Linux. The attached file is corrupted and can't be opened due to a missing DNA block.

Please provide exact step by step instruction how you managed to get the corruption to happen. I was unable to reproduce this by simply adding the modifiers to the default cube.

Please open Blender's installation directory and double click on the blender_debug_log.cmd. This will start Blender in debug mode and create log files. Try to make Blender fail to add the modifier again. Once it does, close Blender. The Windows Explorer should open and show you up to two files, a debug log and the system information. Add them to your bug report by clicking on the upload button as shown in the screenshot below or via drag and drop.

2019_12_04_upload_icon_developer_blender_org.png

I was unable to reproduce the issue in 2.91.2 on both Windows and Linux. The attached file is corrupted and can't be opened due to a missing DNA block. Please provide exact step by step instruction how you managed to get the corruption to happen. I was unable to reproduce this by simply adding the modifiers to the default cube. Please open Blender's installation directory and double click on the `blender_debug_log.cmd`. This will start Blender in debug mode and create log files. Try to make Blender fail to add the modifier again. Once it does, close Blender. The Windows Explorer should open and show you up to two files, a debug log and the system information. Add them to your bug report by clicking on the upload button as shown in the screenshot below or via drag and drop. ![2019_12_04_upload_icon_developer_blender_org.png](https://archive.blender.org/developer/F8190038/2019_12_04_upload_icon_developer_blender_org.png)
Author

This comment was removed by @HADESBLACK

*This comment was removed by @HADESBLACK*
Author

All I did was import an old blend file from 2.7 to 2.8 and then to 2.9.

I'm kinda surprised that you cannot open the blend file because it works for me just fine. I just removed every object and mesh.

Here is a new blend file.

untitled.blend

All I did was import an old blend file from 2.7 to 2.8 and then to 2.9. I'm kinda surprised that you cannot open the blend file because it works for me just fine. I just removed every object and mesh. Here is a new blend file. [untitled.blend](https://archive.blender.org/developer/F9605265/untitled.blend)

I can reproduce the issue in your new file. Could you please provide the source files and precise steps that you made that resulted in this file that has the incorrect behavior?

If this only happens when loading old project files then this appears to be a bug in the versioning code.

I can reproduce the issue in your new file. Could you please provide the source files and precise steps that you made that resulted in this file that has the incorrect behavior? If this only happens when loading old project files then this appears to be a bug in the versioning code.
Author

The problem is, that I cannot tell what exactly produced the problem. I guess it happened when I switched from 2.83 to 2.91. Because when I open my blend file with 2.83, everything is fine. Like I said. This is a very old blend file that was made all the way back in 2.79.

When I create new blend files there is no problem. It only happens when opening blend files that were made prior 2.91 or maybe even 2.83 as far as I know.

blender_debug_output.txt

blender_system_info.txt

The problem is, that I cannot tell what exactly produced the problem. I guess it happened when I switched from 2.83 to 2.91. Because when I open my blend file with 2.83, everything is fine. Like I said. This is a very old blend file that was made all the way back in 2.79. When I create new blend files there is no problem. It only happens when opening blend files that were made prior 2.91 or maybe even 2.83 as far as I know. [blender_debug_output.txt](https://archive.blender.org/developer/F9605286/blender_debug_output.txt) [blender_system_info.txt](https://archive.blender.org/developer/F9605287/blender_system_info.txt)
Author

Do you think I should just create a new blend file and append the collections of my old blend file into the new one? Would that help?

Do you think I should just create a new blend file and append the collections of my old blend file into the new one? Would that help?
Author

Okay, I just tried appending my models into a new blend file and it works. All my objects got imported correctly and the problem with the modifiers is now gone. God bless the "Append" function!

Okay, I just tried appending my models into a new blend file and it works. All my objects got imported correctly and the problem with the modifiers is now gone. God bless the "Append" function!

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Added subscriber: @VincentBlankfield

Added subscriber: @VincentBlankfield

Both blend files look somewhat corrupted to me.
The first one doesn't open in both 2.93 and 2.79 (missing DNA block).
The second one crashes 2.79, opens in 2.93. But still it has some weird stuff going on inside. For example, it has few extra screens (Default.###) that crash blender when trying to access some of their properties or delete them. For example, accessing Screens/Default.008/Areas- [x]/Spaces/Properties Space crashes.

The actual problem with the modifier panels not being drawn is caused by some ghost panels left in the file (I have no idea where to find them). Specifically they are:

Panel: OBJECT_PT_visibility has sortorder: 191
Panel: MOD_PT_Armature has sortorder: 1119
Panel: MOD_PT_CorrectiveSmooth has sortorder: 1120
Panel: MOD_PT_Shrinkwrap has sortorder: 1121
Panel: MOD_PT_Shrinkwrap has sortorder: 1122
Panel: MOD_PT_Shrinkwrap has sortorder: 1123
Panel: MOD_PT_Shrinkwrap has sortorder: 1124
Panel: MOD_PT_Shrinkwrap has sortorder: 1125
Panel: MOD_PT_Subdivision has sortorder: 1126
Panel: MOD_PT_Mask has sortorder: 1127
Panel: MOD_PT_Armature has sortorder: 1415
Panel: MOD_PT_CorrectiveSmooth has sortorder: 1416
Panel: MOD_PT_Shrinkwrap has sortorder: 1417
Panel: MOD_PT_Shrinkwrap has sortorder: 1418
Panel: MOD_PT_Shrinkwrap has sortorder: 1419
Panel: MOD_PT_Shrinkwrap has sortorder: 1420
Panel: MOD_PT_Shrinkwrap has sortorder: 1421
Panel: MOD_PT_Shrinkwrap has sortorder: 1422
Panel: MOD_PT_Subdivision has sortorder: 1423

Notice the sortorder values. That is the problem. Even though this report may be invalid due to corrupted file, it reveled what happens when there are more than 999 instanced panels (idk, someone may have 1k+ modifiers maybe).

The issue happens because in ED_region_panels_layout_ex() unique_panel_str is generated using UI_list_panel_unique_str() as first INSTANCED_PANEL_UNIQUE_STR_LEN-1 characters of panel->sortorder. And INSTANCED_PANEL_UNIQUE_STR_LEN is defined as 4. The panel->sortorder is generated as maximum existing panel sortorder plus 1 (see panel_add_instanced()). So in our case, newly created panels will get sortorder >= 1420 (as we already have such). As a consequence, first 3 digit will be taken as a (not)unique identifier ('142' for the next 10 panels). That will mess up the panel drawing. Setting INSTANCED_PANEL_UNIQUE_STR_LEN to 5 increases the limit and makes the panels show up.

What brought the file to this state remains a mystery. But my bet is some scripts were involved.

Both blend files look somewhat corrupted to me. The first one doesn't open in both 2.93 and 2.79 (missing DNA block). The second one crashes 2.79, opens in 2.93. But still it has some weird stuff going on inside. For example, it has few extra screens (`Default.###`) that crash blender when trying to access some of their properties or delete them. For example, accessing `Screens/Default.008/Areas- [x]/Spaces/Properties Space` crashes. The actual problem with the modifier panels not being drawn is caused by some ghost panels left in the file (I have no idea where to find them). Specifically they are: ``` Panel: OBJECT_PT_visibility has sortorder: 191 Panel: MOD_PT_Armature has sortorder: 1119 Panel: MOD_PT_CorrectiveSmooth has sortorder: 1120 Panel: MOD_PT_Shrinkwrap has sortorder: 1121 Panel: MOD_PT_Shrinkwrap has sortorder: 1122 Panel: MOD_PT_Shrinkwrap has sortorder: 1123 Panel: MOD_PT_Shrinkwrap has sortorder: 1124 Panel: MOD_PT_Shrinkwrap has sortorder: 1125 Panel: MOD_PT_Subdivision has sortorder: 1126 Panel: MOD_PT_Mask has sortorder: 1127 Panel: MOD_PT_Armature has sortorder: 1415 Panel: MOD_PT_CorrectiveSmooth has sortorder: 1416 Panel: MOD_PT_Shrinkwrap has sortorder: 1417 Panel: MOD_PT_Shrinkwrap has sortorder: 1418 Panel: MOD_PT_Shrinkwrap has sortorder: 1419 Panel: MOD_PT_Shrinkwrap has sortorder: 1420 Panel: MOD_PT_Shrinkwrap has sortorder: 1421 Panel: MOD_PT_Shrinkwrap has sortorder: 1422 Panel: MOD_PT_Subdivision has sortorder: 1423 ``` Notice the sortorder values. That is the problem. Even though this report may be invalid due to corrupted file, it reveled what happens when there are more than 999 instanced panels (idk, someone may have 1k+ modifiers maybe). The issue happens because in `ED_region_panels_layout_ex()` `unique_panel_str` is generated using `UI_list_panel_unique_str()` as first `INSTANCED_PANEL_UNIQUE_STR_LEN-1` characters of `panel->sortorder`. And `INSTANCED_PANEL_UNIQUE_STR_LEN` is defined as `4`. The `panel->sortorder` is generated as maximum existing panel sortorder plus 1 (see `panel_add_instanced()`). So in our case, newly created panels will get `sortorder >= 1420` (as we already have such). As a consequence, first 3 digit will be taken as a (not)unique identifier ('142' for the next 10 panels). That will mess up the panel drawing. Setting `INSTANCED_PANEL_UNIQUE_STR_LEN` to `5` increases the limit and makes the panels show up. What brought the file to this state remains a mystery. But my bet is some scripts were involved.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

I was able to reproduce the problem (and updated the report description for others to replicate as well).
Since the file may be corrupted (and this does not appear to be a frequent problem), this report cannot be confirmed as complete yet.
It would be nice to have a way to reproduce the problem from scratch.

I was able to reproduce the problem (and updated the report description for others to replicate as well). Since the file may be corrupted (and this does not appear to be a frequent problem), this report cannot be confirmed as complete yet. It would be nice to have a way to reproduce the problem from scratch.
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs User Info' to: 'Archived'

Changed status from 'Needs User Info' to: 'Archived'
Member

Since it seems we cannot reproduce the corruption and no reproduction steps could be provided, I think we have to close this.
Feel free to comment again if a way to reproduce are found, we can always reopen in such case (and thx reporting in the first place).

Since it seems we cannot reproduce the corruption and no reproduction steps could be provided, I think we have to close this. Feel free to comment again if a way to reproduce are found, we can always reopen in such case (and thx reporting in the first place).

I don't know why I put #eevee_viewport, it should be #user_interface

I don't know why I put #eevee_viewport, it should be #user_interface
Member

Changed status from 'Archived' to: 'Needs Triage'

Changed status from 'Archived' to: 'Needs Triage'
Member

I am reopening this, since we have this reported a couple of times (and this report already contains useful investigation by @VincentBlankfield)
Duplicates:

  • #86101 (Broken spacing in modifier panel after reordering open modifier.)
  • #86108 (Mesh Deform Modifier Missing / not visible)
  • #86303 (disappearing modyfikators)

This seems to affect old files (since no repro steps could be found yet), will merge the other reports and post their files here as well

I am reopening this, since we have this reported a couple of times (and this report already contains useful investigation by @VincentBlankfield) Duplicates: - #86101 (Broken spacing in modifier panel after reordering open modifier.) - #86108 (Mesh Deform Modifier Missing / not visible) - #86303 (disappearing modyfikators) This seems to affect old files (since no repro steps could be found yet), will merge the other reports and post their files here as well
Member

Added subscribers: @RafalSzostek, @filedescriptor

Added subscribers: @RafalSzostek, @filedescriptor
Member

Added subscriber: @Tettey

Added subscriber: @Tettey
Member

Added subscriber: @WCN

Added subscriber: @WCN
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
Member

Can confirm that increasing INSTANCED_PANEL_UNIQUE_STR_LEN to 5 (as @VincentBlankfield proposed) solves the issue.
Not familiar with the code though, @HooglyBoogly : mind checking?

Can confirm that increasing `INSTANCED_PANEL_UNIQUE_STR_LEN` to 5 (as @VincentBlankfield proposed) solves the issue. Not familiar with the code though, @HooglyBoogly : mind checking?
Philipp Oeser changed title from Modifiers disappear when you have multiples of them to Modifiers disappear when you have multiples of them (opening old files) 2021-03-05 12:40:01 +01:00

This happened again for me, in the same project:

BrokenMods2_Stripped.blend

It's very similar to the first time.

This happened again for me, in the same project: [BrokenMods2_Stripped.blend](https://archive.blender.org/developer/F9870164/BrokenMods2_Stripped.blend) It's very similar to the first time.

In #85223#1104086, @HADESBLACK wrote:
Okay, I just tried appending my models into a new blend file and it works. All my objects got imported correctly and the problem with the modifiers is now gone. God bless the "Append" function!

I believe you can also solve this by just getting rid of your Properties panel (E.G. merging the Outliner over it) and then making a new one.

> In #85223#1104086, @HADESBLACK wrote: > Okay, I just tried appending my models into a new blend file and it works. All my objects got imported correctly and the problem with the modifiers is now gone. God bless the "Append" function! I believe you can also solve this by just getting rid of your Properties panel (E.G. merging the Outliner over it) and then making a new one.
Member

Thanks for the reports and the investigation everybody.

The problem is that each uiBlock needs to be assigned a unique name, but when there can be multiple modifiers of the same type, we use the panel sort order for the unique part of the string.
However, the most recent test file has 1200+ panels in the property editor, so 4 characters isn't enough for a unique string.

That's not a situation I expected, but it makes sense, because we don't remove legacy panels with unused types when loading old files. So they tend to accumulate a bunch of unused panels.
That's why this works fine with a new property editor, it doesn't have all of those extra old panels.

There are a few possible solutions:

  • Remove unused panels when saving a file.
  • Replace the current method of making a unique string with a different method.
  • And the simplest option, increase INSTANCED_PANEL_UNIQUE_STR_LEN to 32 characters or so.
Thanks for the reports and the investigation everybody. The problem is that each `uiBlock` needs to be assigned a unique name, but when there can be multiple modifiers of the same type, we use the panel sort order for the unique part of the string. However, the most recent test file has 1200+ panels in the property editor, so 4 characters isn't enough for a unique string. That's not a situation I expected, but it makes sense, because we don't remove legacy panels with unused types when loading old files. So they tend to accumulate a bunch of unused panels. That's why this works fine with a new property editor, it doesn't have all of those extra old panels. There are a few possible solutions: - Remove unused panels when saving a file. - Replace the current method of making a unique string with a different method. - And the simplest option, increase `INSTANCED_PANEL_UNIQUE_STR_LEN` to 32 characters or so.

If I've understood the situation correctly, then I'd like to humbly suggest not using the simplest option. As a user, I don't really like the the idea of stale UI cruft being left in the file.

More practically, the most recent time this happened, I noticed a decrease in filesize of about 400kB after destroying the old panel and re-saving the file. I don't know if the extra data is due to the unused panels, but if it is, then I assume that bumping the limit so high as to effectively unrestrict it would... exacerbate it.

If I've understood the situation correctly, then I'd like to humbly suggest not using the simplest option. As a user, I don't really like the the idea of stale UI cruft being left in the file. More practically, the most recent time this happened, I noticed a decrease in filesize of about 400kB after destroying the old panel and re-saving the file. I don't know if the extra data is due to the unused panels, but if it is, then I assume that bumping the limit so high as to effectively unrestrict it would... exacerbate it.
Member

I think the reason panels without types (old UI cruft panels) aren't removed is so that panels from addons will have consistent locations and expansion state if you disable and enable the addon. But yeah, that's a good point, the situation isn't great.

I think the reason panels without types (old UI cruft panels) aren't removed is so that panels from addons will have consistent locations and expansion state if you disable and enable the addon. But yeah, that's a good point, the situation isn't great.

Without knowing how exactly the stale data in question is structured, this also raises some security questions for me. Does the kept panel include its input fields? Suppose I have an add-on panel from a proprietary cloud hosting or rendering service. I've input an API key into the panel, and saved the file. I then uninstall the add-on, so I cannot see the panel and have no way of know it's still in the file. I upload a stripped-down version of the file to a website like StackExchange. Is my API key now floating around in a .blend on the open Web?

Hopefully the UI side and the property stuff are separated enough for that to not happen. But I still don't really like the idea of keeping around old data that I can't see. Personally, I think it's mostly reasonable to expect add-on panels to be reset if the file is saved with the add-on disabled.

(In fact, I wonder if it may even be useful as a way of resetting the add-on UI. Enabling and disabling the add-on is probably most likely to be done either (1) deliberately or (2) with a large time gap in between. In the first case, the artist may be trying to reset something, and in the second case, the add-on may have changed to be incompatible with old data. I wouldn't expect a Blender 2.9 setting to be preserved if I open a file in 2.7 and then save it again; I think the same goes for enabling and disabling an add-on.)

Without knowing how exactly the stale data in question is structured, this also raises some security questions for me. Does the kept panel include its input fields? Suppose I have an add-on panel from a proprietary cloud hosting or rendering service. I've input an API key into the panel, and saved the file. I then uninstall the add-on, so I cannot see the panel and have no way of know it's still in the file. I upload a stripped-down version of the file to a website like StackExchange. Is my API key now floating around in a `.blend` on the open Web? Hopefully the UI side and the property stuff are separated enough for that to not happen. But I still don't really like the idea of keeping around old data that I can't see. Personally, I think it's mostly reasonable to expect add-on panels to be reset if the file is saved with the add-on disabled. (In fact, I wonder if it may even be useful as a way of resetting the add-on UI. Enabling and disabling the add-on is probably most likely to be done either (1) deliberately or (2) with a large time gap in between. In the first case, the artist may be trying to reset something, and in the second case, the add-on may have changed to be incompatible with old data. I wouldn't expect a Blender 2.9 setting to be preserved if I open a file in 2.7 and then save it again; I think the same goes for enabling and disabling an add-on.)
Member

No, this is just the panels, where the only relevant saved information is the panel ID name, its sort order, and whether it was open or closed. You make some good points, though, maybe I can look into that next week.

No, this is just the panels, where the only relevant saved information is the panel ID name, its sort order, and whether it was open or closed. You make some good points, though, maybe I can look into that next week.

I did notice one thing - when my open file closes unexpectedly a couple of times - mostly while rendering - the modifier is broken again.

I did notice one thing - when my open file closes unexpectedly a couple of times - mostly while rendering - the modifier is broken again.

I open a file with good modifiers, save as another file. Close and open Bleder and I already have broken modifiers

I open a file with good modifiers, save as another file. Close and open Bleder and I already have broken modifiers

@RafalSzostek I'm not sure if this is the same issue, might be a good idea to report this in a separate ticket with all relevant information and files attached.

@RafalSzostek I'm not sure if this is the same issue, might be a good idea to report this in a separate ticket with all relevant information and files attached.

Same problem in my opinion, I had a problem opening an older version before, now saving

1.jpg

Before, I was opening it from the old version and had to rewrite the modifiers, now something like this happens.

enough only crash software, without saving - and effects the same
2.jpg

now it is like this, I open version nr1 (all is well), save as version nr2 and modifiers are already broken

In Blender 2,90,1 - everything is fine

Same problem in my opinion, I had a problem opening an older version before, now saving ![1.jpg](https://archive.blender.org/developer/F9923663/1.jpg) Before, I was opening it from the old version and had to rewrite the modifiers, now something like this happens. enough only crash software, without saving - and effects the same ![2.jpg](https://archive.blender.org/developer/F9923664/2.jpg) now it is like this, I open version nr1 (all is well), save as version nr2 and modifiers are already broken In Blender 2,90,1 - everything is fine

This issue was referenced by b8b7b47a00

This issue was referenced by b8b7b47a0062ec5cc95818e9fc6bf34d07a268b0
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Hans Goudey self-assigned this 2021-04-19 19:26:26 +02:00
Member

I just pushed a simple fix to increase total number of extra panels where this would still work (by a lot). Thanks again for the investigation.

I just pushed a simple fix to increase total number of extra panels where this would still work (by a lot). Thanks again for the investigation.
Thomas Dinges added this to the 2.93 LTS milestone 2023-02-07 18:46:38 +01:00
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Reference: blender/blender#85223
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