- User Since
- Nov 18 2013, 5:57 PM (269 w, 2 d)
Ok, I see the problem. I'm just not sure if I'd consider this a bug. Could you just change the weights of the large bone so that it does not influence the vertex that is controlled by the hook?
Could you make a screenshot, please?
Does this happen in all render modes or only in EEVEE, Lookdev, Cycles, ...?
Ok, let's do it. :D
Can you prepare and update an as-simple-as-possible .blend file to showcase the bug?
Right, I don't want it to be repeatable, because then users start relying on it ;D If someone has a perfect plan on how to make it very predictable, the behavior can be changed later on.
Also if you want to merge/join, the user should be explicit anyway by selecting the new active object individually.
I think trying to be smart like that is the wrong approach.
I believe the worked the same in Blender 2.79.
The difference is that the undeformed curve is displayed in Blender 2.8.
Right, we could at least make it so that when only one vertex/object is selected with box/circle/lasso select, this will be the new active vertex/object.
Not sure how to handle the case when multiple objects are selected..
Don't worry, mistakes like this one also show us what is unclear in the UI. Checkout this: T60558. Same fundamental problem.
Could you prepare a simpe example .blend file?
And maybe make a .gif to show how it looks like for you.
The use of raw_pos in mesh_create_edit_select_id is wrong. The GPU_vertbuf_raw_step function is called too often on that buffer.
I see, feels like this functionality should be separate from setting an object as scene camera.
The error happens during selection.
Thanks for the report.
Could you prepare and upload a .blend file that makes it easier to reproduce the issue, please?
It's certainly not typical to show properties that don't belong to the operator in this place. However, I don't see why this should crash.
Note: you can reproduce this without creating an addon. Just execute the code in Blenders Text editor.
Can confirm. That worked differently in Blender 2.79.
@William Reynish (billreynish), does the file he uploaded work for you? I only see black when setting it to rendered view. When I disable the boolean modifier, it works as expected.
In a debug an assert fails.
Did this work in Blender 2.79?
@Brecht Van Lommel (brecht), why can arbitrary objects be used as camera in the first place?
You are talking about this weird big cube, right?
First I thought that I might have introduced this bug in rBa0df26f00. However, that sees unrelated.
Looks like there is just some notification/tagging missing in gizmo_render_border_prop_matrix_set. Still trying to figure out which one to use.
You accidentally set the Circle.005 object (aka red fire truck) as camera in the scene settings. Remove it from there and everything should be normal again. I'm just not sure how it got there in the first place.
Please give exact instructions for what I have to do to reproduce the bug in this file. Also say what you'd expect to happen and what actually happens.
I don't really know what I have to do in this file.
I agree, the behavior still feels wrong.
Tue, Jan 15
Hm, don't know what the actual problem is... Waiting for someone else to check.
Could you provide an example .blend file, please?
Thanks. Unfortunately, you accidently wrote --debug.gpu instead of --debug-gpu.
Seems to work fine for me, please be more specific and provide an example file.
Based on your new discoveries, could you please rephrase what the bug is?
Also remember that there should only be one bug per report. If you experience more bugs, create a separate report for each.
I can't reproduce it. Please upload a .blend file that shows the problem.
Box Cutter is an external addon. Please report the bug to the developer of the addon.
Another solution could be to make the side bars not 100% when a mouse hovers over it.. Just to show that there is something.
If it is 100% transparent I'd also expect that all the tools work there. Not sure how hard it is to make that work.
ok, I see the problem. The selection does not really behave as expected sometimes. It selects edges in the back that are not visible from view. Also it often takes many clicks until the edge in the front is selected again.
@Matthias babisch (mbabisch): Please bring the script in a form that allows me to easily load it in Blender. Either upload it as .py or preferably use the proper markup to show display code in a post here.
Also please check if you are still experiencing the bug the newest version of Blender.
Seems to work as expected. Can you reproduce the bug in a newer build?
I can't reproduce it.. Not sure if I'm doing something wrong.
Is the step with the camera necessary?
@Sebastian Parborg (zeddb), I'm not able to reproduce this. Has it been fixed or can you still reproduce it?
On windows you can find/open the console by searching for "cmd" in the windows search.
Then you have to figure out where your blender.exe file is. If you found it, hold down shift (or ctrl, not sure) and right click on the file.
Then there should be an option to copy the file path.
Go back to the console and insert the path there. Then add the --debug and --debug-gpu options.
The full command should looks something like so: C:\\...\\blender.exe --debug --debug-gpu.
Hit enter to execute the command.
Then copy all the text that is generated and post it here.
This is probably just related to the new subdiv modifier which apparently produces a different topology.
Personally I would not consider this a bug. The fact that it worked in Blender 2.79 seems to be a happy coincidence.
I would not depend on the Parametric output for anything for mesh objects.
Also EEVEE renders yet another pattern on the object.
Mon, Jan 14
Looks fine when I open it, so it is probably gpu/os related..
Are your drivers up to date?
I agree that this is very confusing. I would not expect to have to go to the Annotations panel to remove rulers + there are probably some updates missing.
Is this really how it should work, @William Reynish (billreynish) ?
Looks like everything is working as it should, except that the default thickness for Inset is 10mm. This is way to large for this small object. If you reduce it by moving the mouse away from the face center, it behaves normally.
The fix is probably to make the default thickness dependent on the selected face size.
Thanks. For me the object becomes black instead of white but I guess the problem is pretty much the same.
Thanks. When I open this file, everything works as expected. Is the problem visible as soon as you open the file?
Please describe the bug again based on the file you uploaded (using text).
Simple gif that shows what is going on:
Fixed in rBec3e2b0ce5a0.
Should be fixed in https://developer.blender.org/rBec3e2b0ce5a056ca53c37a07d24d86e31f4d2e97
Please pack the textures into the .blend file, they are missing in the file you uploaded.
Removed debug code in: https://developer.blender.org/rBb5b6555768a34c2a08942575f232523470d2c7d0
Please upload images/gifs directly here instead of linking to an external site.
I can't reproduce the issue.
@Brecht Van Lommel (brecht), this problem again. I thought it was solved some time ago. Not sure how this report should be handled.
Please provide more information.
What OS do you use exactly? What GPU do you use?
Are your drivers up to date?
Does the problem still appear in the newest version of Blender 2.8?
@Brecht Van Lommel (brecht), actually, in Blender 2.79b, ghost_step is still doing something...
Cannot reproduce it.
Looking at the code it seems like this property is deprecated since 6 years at least.
@Brecht Van Lommel (brecht), do you know why e.g. the ghost_step property still exists even though the comments say it is deprecated for such a long time already?
Thanks for the report.
Please provide the .blend file (with the texture packed into it) to make it easier for use to reproduce the issue.
Which OS are you using exactly (version number)?
Which version of Blender are you using exactly?
@K (Kingsquee), are your drivers up to date?
@Mike (GANONdork123), does the problem still exist when you change the select mode to something else and back? (vertex, edge, face select)
Not sure what the solution is.
I see to options:
- make this keybinding work with emulate 3 button mouse enabled
- use another keybinding and fix the status bar
Oh I see, that's weird. Does the problem still happen when you reset to factory settings?
Can you start Blender using a terminal with the --debug and --debug-gpu options and post the output here?
Ah I see, maybe there was a bug in 2.79b as well then. Could you prepare a simple .blend file that shows the issue? Just to make it easier to reproduce the issue for others.
Please upload the .blend file to make it easier for us to reproduce the issue.
When I start rendering this file, and press ESC as soon as it starts, it crashes. It seems to be related to denoising.