Oddly enough I found one exception. I had an audio track in the video sequencer so I could time the animation to the audio. When I deleted the audio and tried to make a new keyframe with a different value, Blender let me make the adjustment. But now it's back to how it was before, snapping back to whatever value it's currently set to.
Seems like it could be related to T52999
Thanks for the response but I don't think that's what's happening here. Coming from video, I'm familiar with keyframes and auto-keying, and this is odd behavior. I'm saying when I try to adjust the value at any point in the timeline after the first keyframe is set, the value will snap back immediately. Blender will not let me adjust the value at all. It doesn't matter if I set the second keyframe before or after adjusting the shape key value, or whether or not I use auto-keying. The value will not change.
Can you help me fixing this, so that I can do a little more testing?
This is intentional, see Affects section of popup. D4022
While supporting this would be nice, this is a limit with the current method used, not a error in the logic.
I've uploaded a fix to D4223
Note that rB3c2126c6f11d4f1d912afb1ccfdab213255f39af resolves this issue when accessing the eyedropper.
i do have a laptop but it doesnt seem to have adaptive brightness and i dont use windows night light either.
i have looked around for a while now, i've set the nVidia control panel to only run the 1050 and leave everything to blender, tryed turning off everything too to see what happens but it's all the same.
i havent had this issue with any other software yet.
Ah I didn't even know that option was there!
This is one of the actual files I tried to use. I created several because I thought that I messed up something with the setup but all resulted with the crash.
I can reproduce this.
Works fine on Win10.
I don't think 8.1 is even being supported anymore (by Microsoft) so I don't know how important this is.
Can't reproduce on WIn10 x64 v1607, 2 monitors plugged into GTX 1070.
Ah, I should also mention that by "right" side of the mesh, I mean any vertex on the negative side of the X-axis. I have also been testing each daily build since with no luck, both 32-bit and 64-bit versions.
windows 10, blender 2.8 esiest way to explain it and make it happen again any settings you choose example check ambient occlusion and save startup file close blender reopen it then choose new sculpt all settings will be gone
Let devs set priorities methinks.
FYI that "related objects" section that popped up is not related. Just a link that was somehow created from the hash for my Blender version.
This seems like normal behaviour, and should be affecting all types of animation, not just shape keys.
@Jacques Lucke (JacquesLucke) agree BLI_array.h isn't great, was added as part of BMesh, but we don't have good replacements for it in some cases. The ability to switch between stack and heap allocations as a fallback is useful too (BLI_array_staticdeclare).
I'm new to reporting bugs here, what action should I take? Do I set the priority of the task myself or wait for a developer to assign a priority of the task?
Should be fixed in d3e856cd but I can't really test it. Please give it a try with a build bot build newer than this comment and check if it works there. If not, feel free to reopen this bug report!
I have only made a few formatting adjustments and rebase to master. Do whatever you want with it :-)
With blender blender-2.80.0-git.e57ee5934a30-windows64 in a windows 7 64bits with the driver of 3dconexion 10.5.12 (lastet) the same issue
@Clément Foucault (fclem), ah, if it's matter of filling in a flags array it should be a simple task :)
@Clément Foucault (fclem):At least here, multires objects in Sculpt Mode are always drawn as flat shaded objects, regardless of Fast Navigate being on.
I do prefer percentages (ie 50%) over factor controls (ie 0.5). With a percentage, it's implicit that it is an amount between none and full. A value of 50% is much clearer to the user than a value of 0.5. However, Blender is not very consistent on this currently.
For >1, it shows only one division during the view-port movement.
This is caused of the fast navigate option in the toolbar. This is not a bug.
I don't understand why it does that. I just did arc patch followed by arc land. And there was no mention of my name in the console:
Complex Pie Menus for testing?
Are there any test pie menus hidden away... something involving pie menus with inner block menus/pie menus etc?
Seems nice to me. The users hand is already likely to be over the key that was used to activate the pie menu, so this serves as a quick way to dismiss the pie menu again, or to activate the pie item.
I guess this an accident, but next time remember to edit the commit message :)
Got it. Will try to take care not to accidentally enable it.
D4220: Action With Second Press of Pie Shortcut Key
@Campbell Barton (campbellbarton) I saw you fixing the same issue but this solution avoid stepping over the whole mesh again. If you have any nitpick let me know.
I can't reproduce the problem.
- I assume you are using GPU rendering, and the problem does not happen with CPU rendering?
I didn't test cpu rendering, it happens randomly also with GPU. I tried 10 times with CPU, it always started directly.
- What shows in the render progress info text when it is stuck?
it says "updating shaders"
- Has the problem always existed with this GPU, or did it work better before?
it's a new problem, it never happens on 2.79b, and I think something like november, the bug wasn't there (I remember benchmarking classroom around that time, but don't have a build anymore and it was with another GPU.)