Sorry for the belated reply. Notifications were disabled, so I have seen nothing until the bug report on Debian BTS.
OK, figured it out. No Blender-related issue, sorry.
It was a bloody MIDI-Synthesizer (was loaded by the web browser for no good reason) that used Ctrl-Alt-Space as "panic" button. Case closed.
High priority means it's planned to be fixed before the 2.80 release.
So - will this be tackled in June before the launch of 2.80? I don't want to annoy anyone, but IMO this is the most severe issue rn. Exporting Eevee animations is about 300 times slower than the viewport (60 fps v 6 seconds per frame) with - for me - no observable quality difference. It's a dealbreaker for me and keeps me from using it. I think lots of people will come to 2.8 because of EEVEE and IMO this could lead to lots of bad first impressions.
So, yeah, please consider fixing this before the release of 2.80, even if it's no crash / bug.
Just remove these package_spec files I think. They are out of date and unless we intend to spend time fixing them there is no point to have them in our repository.
@Michael - (michael) Klement (zaha) Max uses "q" to just toggle all transform gizmos, it's pretty good.
Ctrl Q is a standard for quit for a lot of programs.
Ctrl A is an undisputed standard for select all everywhere.
I think Photoshop has the most comfortable deselect - Ctrl D
Closing in favor of the Debian bug, there's nothing we can do on our side.
@Antonio Vazquez (antoniov) @Matias Mendiola (mendio) @Daniel Lara (Pepeland) (pepeland)
I agree. The optimal drawing feel should be most important. The suggestion of the even spacing of points will feel worse and will make details get lost with to wide spacing but in certain corner cases can have a curve that's easier to work with. The simplify & adaptive simplify are great additions but don't solve the problem of massively uneven spacing or extremely dense curves.
The spacing option could also be used for drawing regular poly curves. I hope that these will share a lot of functionality with grease pencil at some point since grease pencil is so much more advanced now.
You'd have to take it up with whoever makes those ppa's, this page should have contact information for the maintainer of the package.
@Pablo Vazquez (pablovazquez) Did you have time to look how to solve the List Missing Images feature?
No, running directly from the beta build (blender-2.80-5a144c797a3b-linux-glibc224-x86_64) works fine. There must be something wrong with the ppa I assume. Should I raise this somewhere else (and ideally where would that be)?
I'm taking a look at this patch to test with GafferCycles but just the Cycles part, but I am seeing if I can merge it with the ImageTextureNode. From what I understand currently, to fill up the tiles you are relying on Blender to fill this up? The approach I am testing is to just let the user pass a filename with the format 'file.<udim>.tx' and then deriving the name at the SVMCompile/OSLCompile stage. Does anyone have an opinion on this? Also should there be an additional projection called 'udim' or 'mari' which works like the standard 'flat' only it explicitly tells the code to treat it as a udim mapping?
Just downloaded latest build and unfortunately nothing changed. Debug GPU attached. ty
@William Reynish (billreynish) Over easter I got around to really test the industry keymap on project. While overall okay, I quickly got the feeling it's slow and cumbersome compared to the default Blender keymap. I had to resort quite often to the search for some things that did not have shortcuts. Here are some suggestions to improve this for pro users:
Any feedback please?
This fix does work. See attached bug report for detail.
Yes, keeping accuracy of the final strokes is so so important. drawing with acurracy is the key for a good workflow in 2D tasks, like @Matias Mendiola (mendio) said, more than 80% of the time used by the artist with Grease pencil is freehand drawing,
for this reason we create a group of functions in grease pencil brushes to improve the the drawing accuracy.
@Brecht Van Lommel (brecht): I really like the look of this...
While it would be good to support this, color all stay in scene linear space by design currently. There are ways to improve this design but it's outside the scope of the bug tracker.
@Brecht Van Lommel (brecht): My current thinking is we can do a gaussian blur of the alpha channel...
@Jacques Lucke (JacquesLucke) Ok, I have been able to locate the possible root of the issue. It's related to the 'Object' setting in Texture Coordinates nodes in the object's material.
If I remove the entry in the Object field (in this case it's 'HLP_center.001'), I can go to Shading Workspace just fine.
In fact, if I create a new file with a new material, go to LookDev mode, add a texture with a mapping node and put e.g. the Light in the Object text field, Blender crashes immediately. At least it does for me.
I have rebuilt from scratch, even tried to build dependencies again, but still it crashes. The build from buildbot however doesnt. I have no idea what's going on. Obviously you cannot debug my system, but maybe you have an idea where the problem might come from?
My NVIDIA driver is also 418.56, btw.
You are right, this commit caused the bug.
I think, that a 1 pix blurred black backdrop with 1 pix offset down (with controlable opacity of course) would be more than enough. I mean it to be similar to the way the text shadow is done right now.
I just want to point out a thing.
I've been trying to keep calm with all the shortcut changes since looks like many are actually liking it. But I haven't seen anyone who liked or got used with the Z-Pie Menu, it seems like the obvious choice would be to have Z to toggle wireframe and Shift+Z to open the pie menu and not the opposite.
@Campbell Barton (campbellbarton) any thoughts on it?
Thanks. I think, this happen about all custom property. context.scene.[prop] , context.object.active_material.[prop],
I noticed that tabs located below sidebar have 100% active area deadzone.
So maybe this commit might be the cause? rBbe3adb51de21
You are sooo fast ! This is awsome guys !!
Could not find the cause for this...
I'm not opposed to some generic system to easily visualize data layers from a modifier. But adding a specific Dynamic Paint setting in the overlay settings seems like the wrong direction to me, and either way I would not think this is high priority.
- Use GHash instead of py_instance
To me this seems non-standard enough to not even have it as a preference, unless it's common in other REPL apps.
I really like the look of this. Still missing new outliner theme colors before we can commit this.
I agree we need icon outlines, because using colored icons now is impossible on light themes. That seems to be just an inherent property of monochrome icons, no matter which colors you pick it never looks good enough.
I'm fine with removing the icon if there is no text next to it.
I think the correct solution would be to use te->directdata if it exists, and otherwise do the hash lookup.
I think it would still be good to do this optimization, outliner drawing code can be a bottleneck. But it's not a big issue.
OK, did a complete rebuild from scratch and vc16 libs: same crash
And just a few minutes ago a fresh build from the Buildbot came out ( 5a144c797a3b ) and it also crashes on 2 different workstations (the one in the description above and a Threadripper 1950x machine with a GTX 1080, both running Win10 x64).
Viewport display settings in general are inherited from the instancer, and it's really important to be able to do this for big scenes where you want to e.g. show just bounding boxes. It's arguable if object color is such a viewport display setting or not, I don't have a strong opinion on that.
How often this code runs
Technically, the cost of lookup consists of BLI_ghashutil_ptrhash()and BLI_ghashutil_ptrcmp()multiplied by the number of hash collisions. Both functions are rather cheap. and there should not that many collisions either.