- User Since
- Jan 28 2010, 4:59 PM (611 w, 3 d)
Wed, Oct 6
thanks for your reply, i thought i would report this since it might be avoided by some optimizations/changes of the modifier logic and avoid bad results.
Mon, Oct 4
Sep 10 2021
Aug 1 2021
Jul 11 2021
i dont have that tablet at the moment so it will take some time until i can test it
Jul 9 2021
Jun 10 2021
i adjusted the script so it should resemble more what the addon is doing and should now cause the crash.
With this version all you need to do is load the blend file, run the script and blender should crash.
Jun 9 2021
May 26 2021
May 20 2021
@Sebastian Parborg (zeddb) have you tried to use a height map and see if that works as well for you? would be great to verify that its not just a issue on my side.
May 18 2021
Unless i am missing something it does require that node to work.
May 16 2021
not sure if its exactly related to these changes but i found that adding a displacement map in the texture paint, it only creates the image texture node but not the displacement node. Normal and Bump maps get the proper nodes. connected.
Feb 20 2021
@Robert Guetzkow (rjg) i just tried with the latest master and it still crashes.
Jan 30 2021
@Campbell Barton (campbellbarton) i managed to get that working, i crashed blender a couple of times and got exceptions at 2 different places
Jan 16 2021
since i build my own blender i attached visual studio to blender in hope of getting more info out of it. It shows a exception but im not experienced with debugging and source code so i would either need to get assistance on that or i could ask a friend to help on that who knows these things.
Jan 9 2021
@Campbell Barton (campbellbarton) it is still crashing. I thought it was mentioned here that it is only crashing when blender is launched from Visual Studio Code. If i start blender without that it does not crash.
Dec 12 2020
Dec 6 2020
@Robert Guetzkow (rjg) there you go
Nov 10 2020
it seems only to happen when i start blender from visual studio code so i assume its some issue with having blender attached to VSC.
Very strange, yesterday and the past weeks it happend all the time and today i am not able to crash it any longer. There seems to be something else im doing which im not aware yet that seems to trigger the crashing. I will try to reproduce it again.
Nov 9 2020
Jul 30 2020
Jul 5 2020
figured its caused by the near clip distance. if its to low this happens. feel free to reopen if you consider fixing this in some way. a dynamic clipping distance for the viewport depending on selected context might be nice to avoid those clipping issues.
May 31 2020
since there are also Face Sets now for sculpting, i would like to propose that Face Maps might be renamed to something that represents better what the usage is, maybe Bone Map or Pose Map would be more fitting and also avoid the confusion between Face Maps and Face Sets in the future.
May 21 2020
May 7 2020
i tried to override the context as in the documentation ( https://docs.blender.org/api/current/bpy.ops.html#overriding-context ) and also the way you described but i can not get it to work.
May 4 2020
@Richard Antalik (ISS)
i was looking into the context and when i print the mode and the active obejct it gives me the correct context. i have not tried overriding it since it seems to be correct. might there be some other context that confuses the operator?
May 2 2020
Apr 8 2020
not sure if this is the correct place to report this, but when the experimental menu search is enabled the "Debug Menu" will not appear.
Mar 20 2020
closed because its a non trivial task? please explain how that solves the issue
Feb 23 2020
Jan 17 2020
i think trading one bug for an other is not a nice solution and im pretty sure a programmer can fix this issue. what i did is just a workaround and not a real fix unfortunately.
Oct 28 2019
i have the issue that i see gradients where there should be no gradients visible and have not been for the past 10 years and i want to kindly ask for a option to display the weights without border gradients again.
Changing the gradient will be not a option since we have both scenarios of vertex weight assignments and switching back and forth between different gradients is not a solution.
How can this not be a bug if it breaks behaviour that was there for the last 10 years and just is not working as expected any longer?
At least considering a option to render the old way again would be highly appreciated, otherwise we will need to create a custom in house build just to get this back again.
Oct 25 2019
Sep 13 2019
Aug 7 2019
Apr 8 2019
ok i was not expecting that the advanced mode will disable the negation functionality. its not clear what that option does.
Apr 7 2019
Mar 2 2019
Jan 1 2019
@Toshe Andonov (ANDhitecture) its not really fixed, it just shifts the functionality from one to the other, with this change we lose the shift+numpad functionality which is not good.
I will try to do a proper fix so both is working but it will take me some time due to my inexperience. i think this should stay open for the time since the issue has not been fixed.
I think i opend pandoras box of keyboard trickery:O
Im reading up on how the keyboard modifiers work and so far it looks like the keys can be identified with the raw input and the pressed state so the unknown key should not be needed. I will try to come up with something but it will take me some time.
Dec 27 2018
it seems that its back, well no wonder since i basically removed the "fix" for that. thanks for pointing that out, i will see if i can find a different solution that works with both scenarios.
@Bastien Montagne (mont29) its done i think:D
i added the diff as a revision, i hope that is how this should be done? otherwise please let me know so i can do it correct in the future.
@Bastien Montagne (mont29) ive seen you active on some older ticket related to this so i thought you would be the correct person to assign, guess i was wrong. sorry for that.
thanks for mentioning the diff creation, its really a lot easier than the patch.
i have made a fix in the code of blender, but since my knowledge is limited i might have not understood some of the magic that was done with the shift buttons.
Dec 26 2018
Dec 16 2018
can this be brought to the 3d view grid as well? the behavior currently is really strange.
Apr 26 2016
seemed for some reason the git submodule foreach git pull --rebase origin master was only doing its job when i got a coder here to ask him what i do wrong... so ticket can be closed, thanks for support.
hmm how can it be that i only get version 2.3.0 when i pull from head? in 2.3.1 everything looks good
hm strange, im using 2.77 2016-04-22 and obj version 2.3.0
Sep 10 2015
is there some timeline when these issues will get worked on? or maybe something we could contribute to get this fixed?
Aug 20 2015
expected behavior from who's perspective? a coder or a user? from "my" user perspective this can be defined as a bug since the expectation is that everything is either shown in the same range.
thanks a lot for adding the functionality! i also dont think this will happen with recent files and probably not possible to reproduce this without messing with very old blender versions.
Aug 13 2015
Jul 31 2015
Jul 28 2015
i think it was manually, i cant remember ever using a script for stencils.
so i looked into the scene to see how this came to be, and it has a long history. Models in the scene have been made in the age of 2.49 and were at some point ported to 2.5+, there was a lot of stuff like multiple uvmaps, drivers, and deformation setups with lattices and such that have been removed over the years and also stencil layers.
my best guess is that we manually assigned a uvmap to a stencil layer which later got removed and somehow created this special case.
Jul 27 2015
@antony kaua (antony): i will see if i can figure out what happened there
@perfection cat: it is the same blend file, i just stripped it down because i can not upload the full scene. but since it also happens when the modifiers are removed i dont think they are relevant to the problem.
Jul 23 2015
this can probably be closed since it was "user error" the frame was set to 0 where its assumed that its a image sequence or something like that setting the frame to 1 or enabling "still frame" and setting still frame to 1 solves this problem.
Jul 22 2015
Jul 21 2015
Jun 29 2015
May 3 2015
Apr 29 2015
@Sergey Sharybin (sergey), can you tell me what i need to do to get the backtrace from IDE?
and yes if i disable the austosave then i can not get it to crash (at least in the ~30-40 times i tried)
Apr 28 2015
was this fix done in a branch? i still get the crash with the latest build but now the crashlog contains no more information except this
Apr 16 2015
Apr 15 2015
i added an other bug report because of thee crash T44404 it seems this is caused by the freestyle addon.
Apr 14 2015
yes it only prints the error. i added a crash when rendering a animation which only seems to happen if the frame step is set to 1. but not sure its related to the addon or if its caused by something else.