This may be good to change once, but would not consider this a bug. In some rare cases it's useful also not having to abort that operation.
Tue, May 7
Apr 13 2019
Feb 27 2019
Please do not use the Bug Tracker as support platform for user questions.
Apart from that, see here: https://www.blender.org/about/license/
Free version. If there is a paid version where can I see?
Feb 18 2019
From the error, your system lacks compatible video hardware even to run the older 2.79 version of Blender.
Feb 17 2019
Jan 23 2019
Not sure why's that assigned to me. Was mentioned as a TODO. Is fine if someone looks into this report, but then assign to self. And maybe change type from to a TODO.
Jan 21 2019
Oct 23 2018
Sep 29 2018
Jul 12 2018
More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.
Apr 28 2018
Thank you for the report. Currently we are aware of many issues in 2.8 and actively working to fix them.
But since replying to reports takes time, we have decided to limit bug reports to module team members.
Feb 16 2018
Nothing changed with the opengl32.dll.
However, I couldn't say if the Intel graphical drivers are up to date (it's a company computer and I'm not admin on it).
Ensure both your OS and drivers are fully up-to-date (and use official GPU drivers, not those provided by windows or tablet/laptop maker).
Launch Blender from the command line with -d option and attach as text file here any error printed out in the console (do not paste it directly in comment).
Try to run Blender through Software OpenGL, this will be much slower however, if everything works then it means that the bug is spefic for your GPU/Driver and you should report the bug to your GPU vendor instead.
Feb 9 2018
Processor: i3-6100 @ 3.7GHz ; 64 bits
RAM: 8 Go
OS: Windows 7 Pro SP1
Graphics: Intel(R) HD Graphics 530 chipset
Feb 5 2018
Please always follow bug report guidelines and provide exact steps needed to reproduce the issue. If the issue can not be reproduced within few steps from factory startup, attach .blend file.
Feb 3 2018
Mar 6 2017
Committed rB80444effc62ac9, as it's also going to affect the ongoing HMD support implementation.
Feb 24 2017
no resolution here 18 months. closing as archived.
Dec 2 2016
Should be resolved on Linux now and will be resolved on other platforms with the libs update call on ML 
Oct 30 2016
Cannot reproduce, tried to save at least 20 times in a row, changing bone selection, PoV in 3DView… Steady as a rock here for me.
Oct 29 2016
Oct 1 2016
Thanks for the report, but we don't consider this a bug.
Sep 5 2016
This isn't a new issue, so let's not touch libraries for 2.78 but to an update after the release.
Aug 11 2016
May 3 2016
We don't sign binaries on Windows. That is not considered a bug.
Apr 27 2016
Apr 12 2016
Hi there. I see you are having issues with Blender 2.7.7A. This was released not to long ago so there can be many bugs still in the version at the moment. There are still ways that it could be fixed without a bug issue. The first thing I would first try is just to reinstall the software. If that does not work than I would need to know more info on the situation to help you any further in this issue.
Feb 2 2016
As was mentioned above -- it's a known TODO (http://wiki.blender.org/index.php/Dev:Source/Development/Todo/UserInterface#Events)
Jan 16 2016
Nov 4 2015
Moved the further development into a temporary branch remotes/origin/temp_file-dropper
Nov 3 2015
Added check for "file does not exist" (operator reports a message)
I am happy with this version. However there is one pitfall still:
Added special case when only a directory is dropped
- Added an event notifier to update the file browser area after dropping a new file path
Nov 2 2015
- Merge branch 'master' into arcpatch-D1322
- adjusted operator name to something more understandable
- adjusted an API change in the file selector calling function
Found 2 odd things...
Oct 30 2015
Please don't set priority on you own, this should be handled by devs.
Oct 27 2015
Oct 23 2015
Found a subtle bug. I'll commit to master.
Oct 15 2015
Made some more testing, everything looks fine so far, so merged it to master (rBA44cc56c92796ce) - real testing can only happen when users use it anyway…
Oct 11 2015
It doesn't really behave well with non-uniform scale, but this we can't really solve. Workign uniform scaled case is already handy.
Oct 10 2015
Sep 29 2015
Sorry, no, did not had time for that last week (2.76 is not yet out anyway ;) ).
Any update re:testing?
Sep 24 2015
Fixed, committed, enjoy. Anything on your tests?
No, feel free to commit, this is a branch so no need to bother about release and freeze here ;)
I've identified one pretty exotic use case where the importer misbehaves. X3DOM handles those cases. Shall I fix and commit, or would you rather have code freeze?
Sep 21 2015
FYI, my test models, save for Savage and a few reference ones, are coming from here: http://3dprint.nih.gov/
Ok, then will do some more tests in comming days, and then once 2.76 is out for good we can merge into master. :)
That one looks pretty sensible to me, too. I trust the VRML parsing code changes were there for a reason; the X3D-not-VRML geometry bits that I've been working on are pretty much intact. My test models are all X3D anyway.
*sigh* no, previous commit, as stated in commit message… https://developer.blender.org/rBA9733e526cf6c325e8b0e687825817841b50a9246
Maybe I was looking on the wrong place, but the merge seemed rather limited to me; just some checks for null objects. This one, right? https://developer.blender.org/rBAef984a976590fd619c35e898cbcc16cf9f947645
Sep 20 2015
Well, merge has been done already, also fixed some issue in mesh importing code (just look at the branch's log).
Yes, absolutely. What should I do at this juncture? I guess I could test the import module against real models...
Sep 19 2015
@Seva Alekseyev (NIH) (sevaa) are you still active/interested in getting that patch into Blender?
@Campbell Barton (campbellbarton) did the merge, hopefully did not break anything… That patch is huge. :|
Since this patch was submitted, 2 changes were made to X3D import that make the merge fail.
Sep 10 2015
Sep 9 2015
Sep 8 2015
Sep 6 2015
Tried the fix, doesn't work for me :/ (yes, I un-commented USE_WIN_ACTIVATE)
Aug 17 2015
Thanks, got it.
2.75a was bug fixes only no new features or anything are aloud
I see this one wasn't published with 2.75a... May I ask why not?
Jul 28 2015
Jul 25 2015
Ok, I renamed the libraries. Don't foget to rebuild/reinstall audaspace and reconfigure when trying.
@Joerg Mueller (nexyon), the purpose of these names isn't to match the file exactly, its so we can have a good way to reference multiple libraries for a package, See CUDA.
Jul 24 2015
@Campbell Barton (campbellbarton): as I said in IRC, I would need information on how to reproduce the memory leak. So far I coudln't. I also added the AUDASPACE_ROOT_DIR, but I won't rename AUDASPACE_C_LIBRARIES as the library is called caudaspace and not audaspace-c or audaspace_c, same for the python version.
Jul 23 2015
Hi, patch seems quite close
Tested on linux build environment, 64bit only for now. Compiled fine, didn't test sound yet tho.
Jul 21 2015
Am i right this change switches blender code to use new API? As in, once the old audspace is deprecated and removed we don't need to port blender to yet another new C-API calls.
Jul 20 2015
I removed the audaspace version in extern/ and made WITH_SYSTEM_AUDASPACE work on windows. On Mac this needs to be done by someone else, as I don't have access to a Mac.
Jul 9 2015
While interface might be C89 only you'll still need to compile library on all platforms,and while doing this quite a few of underwater stones will be unleashed by platform maintainers.
Then the last two points of @Campbell Barton (campbellbarton)'s list don't make sense, as the interface would be C89 only. Why does blender need to be C++11 then?
@Joerg Mueller (nexyon), the patch also adds new audaspace to extern/, which does not correlate with mine and cambo's suggestion. So in this regard patch is not ready for merge.