It would also help to get system information, from Help > Save System Info.
Tue, Oct 15
Mon, Oct 14
@Laurent Noel (c2ba), I think someone should try an automatic solution before we add manual settings.
Is this intended to go to master or the release branch? Generally I would think cleanups are for the master branch only.
Can you fix node_mix.osl as well?
@Sebastian Parborg (zeddb) is that sentence missing a "not"?
Can this use the existing GHOST_glDebugContext flag?
@Jacques Lucke (JacquesLucke) I think the Cycles version should be used for dark. You can change light in both to work similar.
Sat, Oct 12
Fri, Oct 11
If you can get them to publish their method publicly that would help. Sending it to me or other developers personally is not enough, it must be clear that they are the ones sharing this information publicly.
We have ideas for how to solve it, just a matter of finding the time.
It's the same issue, also without shadows the discrepancy between actual and smooth normal causes artifacts.
Indeed you need 435.80 or newer:
I'd prefer us to first try a better solution, like ignoring backfaces, which may not be all that complicated.
Please also add an option to disable code signing with an argument (see my comment above).
@Germano Cavalcante (mano-wii), you can commit this patch.
This is due to a bad entry in the keymap, you can go to Preferences > Keymap and revert the changes there.
So to be clear, the intent is this?
- Dot for grease pencil, 3D texture paint, 2D image paint, vertex paint and weight paint
- Cross for sculpt
Thu, Oct 10
I think we're putting too much burden on the Python API users here. It should be simple to determine if an object is visible in the 3D viewport for rendering, if every add-on needs to manually check for local view, local collections, show_in_view_layer, that's too complicated and error prone.
- Fix build error on macOS.
- Don't show confirmation popup when using Delete from the context menu.
Abandoning in favor of D6030: Sculpt: use TBB instead of BLI_task for multithreading.
Add thread_id support and some other fixes. I looked at getting texture nodes
to not require a thread ID but it's complicated and we plan to rewrite them
anyway. In practice this mechanism should work fine.
New sculpt tools now work with multires and CCG grids, abandoning this approach.
We require an exmaple .blend file and exact steps to reproduce the problem, to investigate reports.
Please stay on topic in bug reports, use devtalk if you want to propose changes to the design. There is nothing preventing this to be an option.
Can you make it so the code signing can be enabled/disabled from the buildbot master? Basically add an argument in create_builder_from_arguments in buildbot_utils.py, disabled by default.
Thanks for the report, but this is not a support forum. For help using Blender, please try one of the community websites: https://www.blender.org/community/
This report does not contain all the requested information, which is required for us to investigate the issue.
Thanks for the report, but we require a .blend file and exact steps to redo for bug reports. A crash log is not enough for us to investigate.
You can put winsigner.py in build_files/buildbot/ as well, easier if the client and server code is in the same repository. We can still check that no bad changes were done to the script when updating it manually.
My recent multires changes at least should not have affected smoothing performance, only new tools that did not support multires before. Please compare with 2.80 to check if this is actually a regression.