@Felix Schlitter (dalai) Felinto (dfelinto)
Sorry it is strange bug for only one file.
@Felix Schlitter (dalai) Felinto (dfelinto)
Try the following, if you haven't already:
As this task no longer relates to addons I'm removing addons project from this task and adding appropriate project tags.
@Naser Merati (Nevil) hi, I' would start a BA forum task with your latest addon version. At least that way users will have something to use in 2.8 and you can get valuable feedback on the addon/feature requests/usability and use that knowledge to advantage.
I'll start with a request to add a panel to the addon.
Thanks, good luck in your future endeavors.
Good news :)
Probably fixed by rBe0879517025f
I have had the exact same problem these guys ave had. The only way to fix this that I know of is to import the file into cinema 4D, then export again. This will fix the normals. The issue is, it makes the file size bigger. This is extremely inconvenient.
@Dalai Felinto (dfelinto)
My mistake. Not working for both from object menu and console.
Remove/hide Subsurf modifier. Flat/Smooth work only if it is on
It's working! I tested all of the select arrow/box/circle/lasso tools in each context for vertex, edges, faces, and it's all working now on my system. I am very grateful to have the issue fixed. Thank You!!!
Your steps neglect to apply loc/rot/scale to the object. Checking to see if doing that changes anything, will edit post if it does not.
Simplified down to 2 bones:
The revision fixes an error where I had used the wrong var.
This is still available in the Object menu.
The context menu doesn't have room for everything so we limit to the most common operations for this context (taking into consideration for instance the object type).
bpy.ops.object.shade_smooth() and bpy.ops.object.shade_flat() only work in object mode.
You seem to be using an addon to invoke these. Instead call them from the Object or the context menus.
@Antonio Vazquez (antoniov) the issue here is that greasepencil is treated as a special case and fails to leave draw mode when we call e.g., ED_object_mode_generic_exit().
I addressed this partially by setting the mode to object mode when the object is not active on load time (ED_editors_init()).
Please don't report two bugs in two add-ons in one report. They are related but developed & distributed separately, and those two issues have not much in common.
Alright, there is only the rig.
Hi, this is still a problem and it's very annoying :)
Although I don't think there's any "rules" against NSFW content around here, but it sounds like the problem is contained within the armature object, so I advise you to make a minimal blend file which is recommended anyways, by just deleting everything except the armature, and upload the file that way.
I did not see a sub-version, except the splash screen says
@Campbell Barton (campbellbarton) For some TE API suggestions Kaio/Iceythe writes:
Some changes have been made in this area, is it still reproducible?
Looking into this, it would appear this may not be a bug.
I don't know, it doesn't look right. On some of my projects when I enable AO there are no shadows at all. Everything looks matte, it's like they are in fullbright mode.
I don't mean to "me too"; just wanted to point out that at least for some users (e.g. me) this issue basically breaks using multiple windows due to all the accidental incorrect mouse issues that come from it. The only way I can use Blender multi-monitor is to have one big window stretched across multiple screens, which requires window manager rules to remember the window position, and since the monitors are different sizes, awkward workarounds to handle that, etc. Thanks for any time you have to look at it.
I will fix scene issue, that one is again missing even in core fundamental handling code (i.e. library_query.c… :( ).
No I am not able to reproduce, but I also don't have similar specs.
Committed in 0e7187f3598d
For scene annotations only can fail if it's done with python, but the user could enable fake user flag, no?
If usercount when assigned to scenes or others are not valid, then this has to be fixed separately ;)
Yes that patch is correct, RNA main API should not return 'used' IDs (with usercount to 1), so it needs some callback to decrease that counter, just like what's done for the other data-blocks types.
I see, that makes sense.
Thanks -- one of the main issues to my mind is that the units in the N menu of the graph editor itself use one unit system, and the points use another:
Actually I managed to reproduce it:
[run a release build otherwise you will run in a BLI_assert failed: //source/blender/windowmanager/intern/wm_toolsystem.c:86, WM_toolsystem_ref_from_context(), at 'tref == sa->runtime.tool' assert - cc @Campbell Barton (campbellbarton) ]
The object in question is stuck in the 'PAINT_GPENCIL' mode.
I tried to reproduce it from scratch and fail. Can you recall what you were doing before this issue?
@Coder channel (Coder_channel) your report is a bit confusing, since there are no objects with an emission shader, nor lamps to delete in your file.
Sergey I can't really reproduce with my home builds, but it happens with official builds. So I don't really know right now if this was introduced by your depsgraph changes to the sound system.
That said I can confirm that it worked before (had a build of rBaca13040dac laying around).
Here is numeration types comparizon
B2 type is the best one.
Oh... thanks 😅
Let's assume this is resolved then until the problem is encountered again.
Keeping open the report until the fix is in master.
This is by design.
The moment you exclude a collection from your view layer you are letting of of the bases as well (the information storing the objects visibility for that view layer).
If the object is also linked in a different collection its visibility state will be preserved.
Ive also noticed that Ctrl Z, Undo actioning a few times in a row is also causing it to just drop back to the desktop
Thanks, man 🤘
Not sure about changing that, but if we do change we could do as part of D5118 in 2.81.
Note this would be for 2.81, since the UI is frozen and I want to spend time helping get Blender more stable rather than UI design.
Updated the setting tool tips as they were outdated and didn't mention the zoom axis setting.
To me it seems reasonable to do a regular rename when one item is selected, but a batch rename with multiple items, while ensuring that the Return key always works properly to confirm, and that the focus is in the Name field by default.
Hi, devs. Thanks for your interest.
Yes, It has been fixed by the recent update. Thanks for all the help and your time! :)
Normally we require a .blend file and Python script that we can just run to reproduce the issue, rather than debugging an add-on to figure out if it's a bug in Blender or the add-on.
I've posted a potential fix here: D5132