- User Since
- Dec 5 2017, 10:51 PM (84 w, 4 d)
Tue, Jul 9
Sat, Jul 6
Fixed with patch: https://developer.blender.org/D5195
Wed, Jul 3
Patch for this bug: https://developer.blender.org/D5178 (I wasn't sure who to add for the reviewer though)
Tue, Jul 2
I can observe a very small perf hit (3%) using an older nVidia Quadro 600 on Win10
Jun 12 2019
Yes, still repros here too on 04c54dec445
Jun 5 2019
Do you have the "Emulate 3 Button Mouse" preference set? If so, some keys have changed when using that setting. If that's not the case then try loading the Factory Settings from preferences and see if the repro still occurs.
Patch for this bug: https://developer.blender.org/D5020
Jun 4 2019
Jun 3 2019
This seems like a more general problem than just with the environment. I can basically repro the problem whenever Eevee needs to recompile its shaders due to a change in the node graph.
May 28 2019
May 23 2019
Good news: This appears to be fixed as of some checkin yesterday
Bad news: I didn't spot any obvious depsgraph change for this but there was the big eevee refactor... so I'm not sure if this was a happy accident that will regress again soon or if it's actually fixed :)
May 9 2019
Apr 30 2019
Really, so it's expected the following 2 pics:
Mar 11 2019
Aaahhhh such a minefield :) Thanks for looking and spending time on this; I'll have to modify several of my scripts to account for this... I only thought modifying the collection itself, not items within it, would be bad -- but I guess there's a hidden manipulation here.
Mar 10 2019
Noticed this was marked as needing more information from the user. Is there anything else you'd like me to add?
Mar 5 2019
@Jacques Lucke (JacquesLucke) I think the following commit has caused this: 301bcf771de
Here is what the Win10 stacktrace looks like when using a debug build (and executing: bpy.ops.mesh.primitive_uv_sphere_add(segments=12, ring_count=6, radius=0.25))
Feb 23 2019
Probably a duplicate of T60172 based on its repro steps down in the comments
Feb 21 2019
Understood, this is unsupported here. +1 to disable this ability, somehow, if it doesn't add much code burden.
Feb 20 2019
Feb 14 2019
Feb 9 2019
Feb 7 2019
The quick favorite menu is actually tied to your user preferences (though it's not mentioned). Each time you make a change to the favorites menu go to Preferences and Save. You're not the first to run into this quirk but I don't know of any plans to improve this.
Jan 30 2019
Jan 28 2019
Right now, after you turn on optimal display, you need to change the following setting to some lower value than 1 (try 0.86): Overlays -> Wireframe
Jan 18 2019
Jan 8 2019
No errors/warnings/otherwise on normal console. Attached is the --debug-gpu output though (very noisy as all pointer movements generate output :-/ so I tried to do the least amount of movement) and I'm unsure what to look for:
Jan 7 2019
Dec 24 2018
Dec 18 2018
Hmm, that's unfortunate. To the user, they had 1 selection (newly created geometry from the SHIFT-A menu with no strong ties to the original objects except the snap to selection action on a vert) and they wanted it separated -- 1 selection, 1 object. That said, I can't offer a good proposal here either as to which of the objects properties to carry to that new object. The only option would maybe be to have another "separate as one" operator and you give it the base object to leech the properties from maybe?
Dec 16 2018
Dec 6 2018
Additionally, some minor nits in this same area:
- The use of the UI text "Dupli" probably needs to change to use "Instances" --> My proposal is "Make Instances"
- There's 2 spin active tools: Spin and Spin (Duplicate). However, both seem to be invoked with the same exact settings and do the same thing? Is that expected?
Nov 26 2018
Alright, started with: --factory-startup -t 1
f->no == (0,0,0)
no == (0,0,1)
Nov 25 2018
Yes, I can still reproduce here. My repro steps look just like the gif above from rboxman. Are you using a debug build? Is there anything I can do to help debug - like adding additional trace statements in the code path etc?
Sep 26 2018
If you enable the wireframe overlay you'll see it looks to have been subdivided to a very, very high (and very, very unnecessary) level so it seems to really have that many verts/loops. There's no sub-d modifier on the object so it's all real geo.
Sep 24 2018
Ah, ok, this is a debug assert triggering which is perhaps why you didn't see the crash. Happens on latest git pull from the blender2.8 branch still.
Sep 22 2018
Sep 17 2018
Aug 10 2018
Dupe of T56286
Aug 9 2018
Aug 7 2018
Jul 24 2018
id_cow is nullptr
Jul 14 2018
Confirmed here as well on a somewhat smaller mesh -- monkey head subdivided to level 4 and applied (126,290 verts)
Jul 4 2018
Jul 3 2018
Confirmed here using 2.8-46bdbc6c78b on Windows 10, nVidia Quadro 600 1gb
Dec 6 2017
Updated to fix 2 more pre-existing bugs:
- Crashes would occur if adding an EasyLattice while in localview
- It actually did not automatically use all vertices of the mesh if none were selected (causing a non-diagnoseable failure for the user)
Dec 5 2017
Added a diff here: https://developer.blender.org/differential/diff/9645/