- User Since
- Dec 5 2017, 10:51 PM (63 w, 11 h)
Thu, Feb 14
Sat, Feb 9
Thu, Feb 7
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.
Wed, Jan 30
Mon, Jan 28
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/