If you cannot send original issue file, you should be able to recreate a dummy one reproducing the same problem. Or take original one, make a copy, remove all textures, replace all meshes with dummy cube, etc. There are always ways to make a production file useless/meaningless and hence shareable.
Mon, Jul 22
If anyone else with my exact specs and Linux (preferably Ubuntu 18.10) can confirm, that'd be great!
Oops, I got it wrong (the description that was fixed)
Good to know :)
@Germano Cavalcante (mano-wii) Fixed! ;-)
Can you simplify the steps? The steps here don't help much to identify the problem and are time consuming. There are also several other bugs on the list to pay attention to.
Sun, Jul 21
Render > Screen Space Reflections > Edge Fading
Sat, Jul 20
This is a serious issue and I've replicated it twice on this PC.
"bpy.ops.armature.bone_layers()" could up-date, without change current each bone layer.
As Dillon Gu said, When generate armature as single bone from blender UI , bone can not show dot (though it is located layers)
so to show bone dot, I must need to change bone layer from blender UI. (3d view topmenu > Armature >change bone layers once)
This works great now, thank you! The only remaining issue is that upon creation of the armature, the bone layer still does not display there being a bone in the first layer by default. Everything else works great!
Thu, Jul 18
Yep it’s a problem to mix values as Blender Light does. @Pablo Vazquez (pablovazquez) will you take a look?
The "Blender Light" theme really needs to go a bit more "all in" with the lightness....
Hello, I've found a similar issue in the Transformation Orientations, just to be sure will be modified too, thank you!
Wed, Jul 17
This only fixes the case for joining armatures, there is a deeper problem here.
The description of the issue can be much simpler:
Moving bones between layers in edit mode doesn't show the dot icon in the layers UI. Works fine in Pose mode.
Tue, Jul 16
While this issue is pretty old, I'd also like to add my two cents (as it caught me by surprise and I totally expected it to be a bug at first).
Mon, Jul 15
@Dalai Felinto (dfelinto) Yes. It shows the problem :/ Maybe I didnt described it well sory :( Outliner doesn't show selected object (in 3D viewpot) on the top of the list like it used to show it. When it comes to changing visibility of an object - in render or in the viewport - you just use sorting by "selected object" and it normaly shows you what you want at the first place. This speeds up finding and disabling searched object in render or wherever you want. But Istead of showing selected object shows allso other objects in the list not conected to it and allso makes it difficult to find it between other object that it shows even after specyfide search - "by selected object". The has a lagre ammount of objects and on that kind of scale the bug ocures - at least a Show that on this film. Don't know if it helps :P
Sun, Jul 14
Trying to get a handle on what parts felt funny to you. As far as I can tell the bare minimum highlighting we could do (besides none) is the following. Not in your face, and highlights the only state where an accident is destructive - changing multiples when your intent was to edit just one.
I thought I should let you know this problem still exists in latest builds and latest Nvidia driver (340.107). It doesn't happen with the sun lamp though, which works fine. Setting the shadows to VSM cube size 128 causes some glitched shadows which look like some of Blender's icons, like in these screenshots using an area lamp:
Sat, Jul 13
There are a large number of in-betweens as well that are fairly logically consistent - which is why I added that blank template above.
@Brecht Van Lommel (brecht) : ...seems quite random that some buttons apply to all selected and some don't. Coloring the buttons is not enough...super confusing...
To help in experimenting with the design, here is a template that can be mocked up with how you might like indication to work. Three rows, showing a single object selection, multiple object selection, and multiple while holding ALT to indicate intention to edit only the active object. For each there are two properties, one that is capable of editing multiple and the other not. And for each showing regular, hover, and active states.
The problem is that in a simple blend file the bug doesn't ocure and I'm not able to send lagrer files that I refered to. Sory.
Fri, Jul 12
Hi @jeremy joe (blenderjoe) please provide a simple .blend file with specific instructions on how to reproduce the issue. Without that there is not much we can do.
It is difficult to investigate the problem without being able to reproduce.
@Dalai Felinto (dfelinto), does the video indicate anything that can help to understand what is happening?
Sory, I can't make it... . The object apears but - not on the first place on the top of the list - like it used to, but all over the place with some other objects - not knowing why and where did they come from. :P You just still have to scroll and search it between those other objects. Its easier because the list is shorter yeah, but it doesn't work like it used to - always on the first place saving a lot of time. :( Check it out:
The release notes that point to this task say:
Just tested the release candidate and the bug is still here. Strangely it did appear to work once, with strange results, but after that it went back to only taking into account frame one of the rigid body simulation.
I can not reproduce the bug. The selected object filter is working fine here.
Can you provide a .blend file showing the proplem?
Or, describe the steps in more detail from the default file.
D is still used for annotate (although we could have an exception and override this).
W is used for context menu when select is set to right mouse select.
Thu, Jul 11
We haven't agreed on an exact UI design for this yet, it's not really ready to be picked up by someone.
Tue, Jul 9
Is this open to be worked on? If so, a few questions since I'm somewhat new to the code base:
- Should I disable the output panel output path, and how do I do this?
- Where is the code that writes image output?
- Where would I actually place the code that implements this issue?
Currently the "X" and "I" shortcuts for SculptDraw and Inflate & Blob are not working anymore
@Brecht Van Lommel (brecht) , yes... ALL IS GOOD. I haven't had any stalling issues since I tried out the first patch. I'd say this bug is resolved. Thanks (everyone).
Mon, Jul 8
Nice, I've been using Blender 2.8 for almost 6 months now on a daily basis, I thought the snap to vertex is not working or it's something on the TODO list, till I passed by this report. I guess old habits die hard, I totally overlooked the AFFECT tab.
@Brecht Van Lommel (brecht) yes! Sorry for the delay, but some weeks earlier I tried the actual build and there were not more problems with it. So independently from what was the solution but thank(s) for the developer(s) who made/correct it:)
Not a crash if it's just running out of memory or working very slow.
The driver version is much too old, install the latest drivers from the NVIDIA website.
As far as I know this was resolved.
Sat, Jul 6
I don't know why it happened, but it seems to have fixed itself. Sorry for the inconvenience.
Thanks for the report but we require a .blend file and steps to reproduce the problem.
on linux dailybuild 2019-07-05 Extrude Faces Along Normal and Extrude Individual Faces work fine
Fri, Jul 5
Just here to repoer that it still doesn't work but a work-around is to select the beveled curves, export selection as obj then import the obj.
Thu, Jul 4
I noted that there is no U (make single user menu) in the list. Actually it was removed. Why it missed in the list?
Wed, Jul 3
Blender 2.79b as listed on the blender homepage should still support your card. However, this is a bug tracker, not a support site so I'm going to have to close your ticket.
Alembic crashes like this should be fixed now after rB89826e0a0d8a: Alembic: integrate cache file into the dependency graph.
Tue, Jul 2
Hello, me again.
We used to have shift+uparrow and downarrow for delta frame offset . This is an essential key binding for compositing and rotoscoping works.
I have checked creating two key with shit+ up and down arrow without any conflict. Please bring it back in default blender if it's alright.
Mon, Jul 1
Nope, it is used for both convert to mesh (apply mosifiers) and convert to spline.
There is no "mostly".
Personaly, I would like to add "remove all animations" to Alt+C - mesh action, that will be even more convenient.
Sun, Jun 30
I did a compilation test and it works fine when adding GPU_blend(true) and GPU_blend(false) to the file ../source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c at the line 446, in the part that forces the antialiasing for gizmos.
I don't have any experience with C nor Blender architecture, so I don't know if that is the proper place for that change.
@Campbell Barton (campbellbarton) If possible, I would very much like to be able to add a new shortcut preset, which includes the current 2.8, and the old 2.7x. I mean, if there is no shortcut operation in the 2.8 version, use the old 2.7 shortcut. . Such as alt+c conversion mode. thanks.
Sat, Jun 29
Apologies, I am not sure if I need to tag @Campbell Barton (campbellbarton) in order to see this (the comment I left above).
In 2.8 in the node editor, using right click select, we seem to have lost the shortcut for cutting links (ctrl+click and drag). Is there any alternatives that i'm missing, short of using the links cut active tool or dragging out of the destination socket (both highly unpractical for me)?
Fri, Jun 28
Please create a new report if you think you found a bug, it's unlikely to have the same cause as this old report.