- User Since
- Oct 31 2005, 5:54 PM (724 w, 4 d)
Jul 31 2017
Oct 8 2016
Confirming rBc27587067328 as a fix! Many thanks for your time!
Yes, absolutely sure with the revision and I get the exact same backtrace.
Thanks for the fast response @Bastien Montagne (mont29), but rB00dc0666b3fe doesn't actually prevent the crash for me - unless I am missing something here. I did a complete fresh build at rB00dc0666b3fe just to be sure. The above mentioned steps are still valid to reproduce the crash here.
Oct 4 2016
Confirmed on Debian Stretch with official 2.78, 2.77a, and 2.76b release builds from blender.org
We ran into this problem multiple times at work (Windows machines) and had no clue what was going on, so thanks @kevin deguisne (iscream) for the hint!
Aug 3 2016
Aug 1 2016
Jul 15 2016
Allright! Just did some tests on some win10 machines at work with the fresh build and the timeouts/crashes gone. Thanks again!
Thanks for the quick fix!
Jul 14 2016
Jul 13 2016
Jul 11 2016
May 31 2016
May 28 2016
May 21 2016
this is because the extrude operator automatically sets the second transform orientation (double tapping) to normal mode, which is a sensible thing to do for extrusions. You can verify this by looking at the status message on the left in the viewport header after double tapping an axis key.
May 20 2016
thanks for the review!
I tried to address your comments by rearranging the logic into a more readable form. Now there is a clear separation by shading type and I also got rid of the second switch by nm->space.
Address comments and restructure logic
May 19 2016
@Alexander Romanov (a.romanov) Sure thing! See above link.
May 17 2016
May 16 2016
May 10 2016
sadly, this is a Duplicate of T48355
May 8 2016
May 7 2016
Feb 7 2016
Another change based on wrong observation/assumtion that the result is always fully saturated. This would give wrong colors with full transparency (white color). That itself wasn't very noticable with a single Transparent BSDF, but mixing a Transparent BSDF with another shader would show the color skewing.
Also tweaked the power of the incoming hsv value influence on the results hsv value to more closely match the change in brightness.
Updated Glass- and Refraction shaders to use the new method. Had to shuffle around some code to make it work. Otherwise the glsl compiler would complain about the missing node_bsdf_transparent function.
Sure. After analysing the rendered results of the BSDF, i realized that the outcome is mostly controlled by the value and the saturation of the incoming color in HSV space.
Feb 4 2016
The reason for that change for me was the need to really only see selected objects. I use it currently on a big project at work. It is a representation whats going on inside blender and very useful for many operators that depend on selection state and also for python debugging purposes. An alternative solution maybe would be to make it more clear of whats selected in the outliner in general by changing how selection state is represented. The current method/theme does have some drawbacks im some cases - like the camera icon.
That being said, I would still say the active/selected views should stay because you can see at a glance of whats going on without scolling through a big scenetree in all other modes.
Updated by D1763
Edited the wrong task, sorry! :)
Updated by D1754
Just for the record: I am not a blender dev! :)
Not a bug, but pretty confusing.
Jan 30 2016
Jan 24 2016
Confirmed on Linux
Dec 6 2013
Rotate Around Selection OFF
I can confirm this on Win7 64bit NVIDIA driver 331.xx. The last working driver was 327.23. We have several machines with multiple cards in our studio and all of them show this behavior with the newest driver.
Nov 26 2013
Thanks @Jeffrey Hoover (italic_) for the detailed explanation and the nice video. :)
yes, as of now, this was all tested with 64bit builds. To get an overview of the situation, I just tested all available Windows builds on b.o and b.b.o. See table below.
Not sure what you mean about building blender locally. This is just about builds available from blender.org/download and builder.blender.org/download.