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User Since
Jun 27 2019, 9:55 PM (94 w, 2 d)

Recent Activity

Wed, Apr 14

slowburn (slowburn) added a comment to T87494: Attribute node does not work in Cycles when referencing a Vertex Color named "color".

I just wanted to clarify that this is not limited to vertex colors. Thanks to a recently added feature, custom attributes created in geometry nodes can be used directly in Cycles without the need for vertex colors: https://developer.blender.org/rB3a6d6299d
Maybe the fix will apply to GN as well, but I think it would be good if you could modify the name or description of this task to indicate that it also affects geometry nodes, since you closed my task.

Wed, Apr 14, 6:20 PM · Render & Cycles, BF Blender

Tue, Apr 13

slowburn (slowburn) added a comment to T87373: Custom attributes created in GN do not override the built-in attributes.

It's still present in the latest version. To reproduce the issue, you have to use Cycles render engine, and attribute name has to be the same as one of the hardcoded attributes, like "density", "flame", "color", etc. Eevee doesn't have this bug for some reason, even though it doesn't even support custom attributes yet.

Tue, Apr 13, 11:19 PM · BF Blender

Sat, Apr 10

slowburn (slowburn) created T87373: Custom attributes created in GN do not override the built-in attributes.
Sat, Apr 10, 2:24 PM · BF Blender

Sat, Apr 3

slowburn (slowburn) created T87178: Sculpt brush with texture breaks sculpt tiling.
Sat, Apr 3, 8:29 PM · Sculpt, Paint & Texture, BF Blender

Mar 13 2021

slowburn (slowburn) added a comment to T85244: Lock Interface toggle will not toggle.

Looks like this is caused by a corrupted userpref.blend file in AppData\Roaming\Blender Foundation\Blender\2.93\config\. Doing a factory reset fixes the issue but after a few days it appeared again for me, so it would be great to have a proper fix, because resetting and reconfiguring everything from scratch is quite a lot of work. Wouldn't want to do it every time. Please look into the file, maybe you'll find the cause of this bug. Note that simply opening this file doesn't cause setting to lock up, you have to put it into Blender\2.xx\config\ directory. Another strange thing is that Blender 2.91 seems immune to this bug. If I replace the original userpref file in 2.91 directory with corrupted one, the Lock Interface setting doesn't get stuck, whereas for 2.92 and 2.93 it does.

Mar 13 2021, 2:53 PM · BF Blender

Mar 4 2021

slowburn (slowburn) added a comment to D9415: Transform: New feature to set a custom 'Snap With'.
  • Why start transforming the object if the Snap point has yet to be chosen?
Mar 4 2021, 5:05 PM · User Interface, Modeling

Feb 25 2021

slowburn (slowburn) added a comment to T85892: Cycles: using Adaptive Sampling with Progressive Refine causes severe artefacting.

It seems that this bug is somehow caused by adaptive sampling and the exact number of samples when these artefacts start appearing is dependent on the total number of render samples, but they do appear eventually.

Feb 25 2021, 12:46 PM · Render & Cycles, BF Blender

Feb 22 2021

slowburn (slowburn) created T85892: Cycles: using Adaptive Sampling with Progressive Refine causes severe artefacting.
Feb 22 2021, 5:08 PM · Render & Cycles, BF Blender

Feb 18 2021

slowburn (slowburn) created T85777: Viewport jittering in Eevee.
Feb 18 2021, 10:56 PM · BF Blender

Feb 15 2021

slowburn (slowburn) awarded D10233: 'Confirm On Release' option for WM_OT_radial_control a Like token.
Feb 15 2021, 10:09 PM

Feb 8 2021

slowburn (slowburn) awarded rB048135e2c826: Fix T85448: File Browser sidebar collapses when selecting a file a Like token.
Feb 8 2021, 6:14 PM

Feb 7 2021

slowburn (slowburn) created T85448: Side panel on the right side of file browser always closes after clicking on a file..
Feb 7 2021, 12:33 PM · User Interface, BF Blender

Feb 1 2021

slowburn (slowburn) added a comment to T84701: Popup closes when dragging and letting RMB go while mouse is still moved.

If the mouse drag stops before releasing LMB the popup remains open as expected.

Feb 1 2021, 4:34 PM · BF Blender (2.92), User Interface

Jan 23 2021

slowburn (slowburn) added a comment to T84980: Geometry nodes - various users report different results of rendering vertex colors in Eevee.

I also have some variant of this bug:

Jan 23 2021, 10:48 PM · Nodes & Physics, Geometry Nodes, BF Blender

Jan 21 2021

slowburn (slowburn) added a comment to D9180: Box/Lasso Directional Selection.

One possible path is to remove all changes to lasso, change this option to make it clear it only affects box selection, and leave lasso as a later addition.

This seems like the best option for now. Don't let perfection be the enemy of good, or something like that.

Jan 21 2021, 7:36 PM · User Interface
slowburn (slowburn) added a comment to D9180: Box/Lasso Directional Selection.

Lasso tool should have the same visual feedback for consistency. But I don't really understand the point of this clockwise/counter-clockwise thing as it would only make lasso selection more complicated and difficult to use. As I said before, selection type should be determined only by the initial direction over the first few pixels (horizontally), and not by the winding direction of the whole movement. Directional selection relies on muscle memory to quickly pick selection type without thinking, so Lasso should works in the same way. Also that's how CAD applications work.

Jan 21 2021, 5:09 PM · User Interface

Jan 19 2021

slowburn (slowburn) added a comment to D9180: Box/Lasso Directional Selection.

If drawing a darkening fill is not possible for Lasso selection, then drawing a 2 pixel dark/light border seems like the best option. Without full support for Lasso selection this patch probably won't get accepted.

Jan 19 2021, 10:27 PM · User Interface
slowburn (slowburn) added a comment to D9415: Transform: New feature to set a custom 'Snap With'.

But why would there be a problem? What I described only adds a little visual indicator for picking the base point, that doesn't interfere with selecting in any way. The only thing that changes is that you have to hover your mouse over a desired base point before pressing G.

Jan 19 2021, 7:41 PM · User Interface, Modeling
slowburn (slowburn) added a comment to D9415: Transform: New feature to set a custom 'Snap With'.

@Eugene Du (APEC)
Your idea could be optimized even more if base point is picked before the move command. When snapping is enabled, simply hovering over a point marks it as a potential base point, and pressing G picks that base point and enters transform mode in one go. So the sequence of actions is hover - G - move. I think this would be the fastest way to snap with base point.
Of course at this point it would be best to release this feature as-is and modify it later if needed.

Jan 19 2021, 6:50 PM · User Interface, Modeling

Jan 17 2021

slowburn (slowburn) added a comment to D9180: Box/Lasso Directional Selection.

Yeah, I just realized that current selection has a subtle light overlay, so a dark fill for other selection type seems like a natural opposite to that.
But why do you think it wouldn't work for lasso? If it's about determining which selection type the user wants, then I think only the initial movement should be sampled. Directional selection works like a shortcut that you don't have to press. By dragging left or right I choose one selection type and I don't want to it change mid-selection, no matter what kind of shape I'm drawing with the lasso.

Jan 17 2021, 8:21 PM · User Interface
slowburn (slowburn) added a comment to D9180: Box/Lasso Directional Selection.

@Harley Acheson (harley)
The problem, as you stated above, is that selection border as a solid white line becomes invisible on a light background. With a bit of a fill, selection area becomes visible in any colour scenario. So that's indicator for one type of selection. Other type is indicated by a dashed line, which is always clearly visible and may or may not have a fill.

Jan 17 2021, 6:45 PM · User Interface
slowburn (slowburn) added a comment to D9180: Box/Lasso Directional Selection.

I think the best solution is to add a transparent fill to the selection area. That way the boundary would be clearly visible with any combination of dark/light background and foreground elements. Fill itself could be controlled in the theme settings.


Another thing to make it even more clear is to dynamically highlight elements that would be selected, while you drag the selection.

Jan 17 2021, 1:51 PM · User Interface

Dec 1 2020

slowburn (slowburn) awarded D9180: Box/Lasso Directional Selection a Like token.
Dec 1 2020, 9:04 PM · User Interface

Sep 26 2020

slowburn (slowburn) awarded T81180: Sculpt Mode Performance a Burninate token.
Sep 26 2020, 12:00 AM · Sculpt, Paint & Texture

Sep 24 2020

slowburn (slowburn) added a comment to T81108: Incorrect Fresnel layer weight shading on backfacing geometry.

So it's for simulating natural effects, like Snell's window. Pretty cool, I didn't think of that.
And the "proper" workaround for back faces is to use Fresnel node and plug 1/[ior] into the IOR slot? I guess it could work, but there's almost no chance that new users could figure out how to use Fresnel falloff correctly without a full explanation. I've already seen it used wrong in a couple tutorials.

Sep 24 2020, 12:16 PM · Render & Cycles, BF Blender

Sep 23 2020

slowburn (slowburn) created T81108: Incorrect Fresnel layer weight shading on backfacing geometry.
Sep 23 2020, 11:09 PM · Render & Cycles, BF Blender

Aug 27 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

The "enumerate" button should initiate this functionality upon single click selection in case there are multiple objects behind the cursor

You can call up the enumerate menu by alt-clicking on overlapping objects, so what's the point to have a button for that in the UI?

Aug 27 2020, 1:28 PM · Modeling, BF Blender

Aug 20 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

First of all, I think you should change "select backfacing/frontfacing" to "select visible/select through" in your proposal to avoid confusion. Backfacing/frontfacing refers to the normal direction of a face in relation to the camera and this terminology is already used for specific things like "Backface Culling". This task is about selecting occluded geometry in solid shading, irrespective of its normal direction. There is also a separate issue with backface selection that needs to be fixed, so it's important not to mix up these terms.

Aug 20 2020, 6:59 PM · Modeling, BF Blender

Aug 18 2020

slowburn (slowburn) added a comment to D7510: Object: Switch Object operator.

So how exactly is this operator going to work? Is it "hold the keyboard shortcut and click on object with the mouse" or "hover over an object and press the shortcut"? If it's the latter, then there shouldn't be any issue with right-click select.

Aug 18 2020, 12:05 PM · User Interface

Jul 26 2020

slowburn (slowburn) created T79300: "Correct Face Attributes" doesn't work when transforming through the sidebar..
Jul 26 2020, 11:23 PM · BF Blender

Jul 22 2020

slowburn (slowburn) added a comment to T79144: Snapping doesn't work when looking through another object with backface culling.

I think the option in the snapping menu was added for better retopology workflow - to prevent accidental snapping to backfacing geometry with solid shading. But if "Backface Culling" in enabled in shading menu but disabled in snapping menu, it gets confusing. In my example I can see the cube but can't snap onto the front facing geometry, because the plane in front is treated as a primary snapping target, even though it's technically invisible. So maybe backface culling should be silently enabled for snapping if it is enabled in the shading menu? That would create a more intuitive behaviour.

Jul 22 2020, 3:38 PM · BF Blender

Jul 21 2020

slowburn (slowburn) created T79144: Snapping doesn't work when looking through another object with backface culling.
Jul 21 2020, 6:40 PM · BF Blender

Jul 13 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

Select Through can be disabled in Xray now. Pretty sure that wasn't the way it was before.

Jul 13 2020, 6:40 PM · Modeling, BF Blender

Jul 11 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

Hi @Lukas Sneyd (lcas) , nice to see some progress on this task. I've tried your build so here's my feedback:

Jul 11 2020, 8:17 PM · Modeling, BF Blender

Jun 14 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

do we need industry standards occluded selection or do we need in fact just autoxray selection (no industry standards, blender only)

Internally occluded selection should be implemented to work with any shading mode and then autoxray could be added as an additional option, purely for visual feedback.

However, I think our proposal is pretty much solid.

It's mostly solid, but you should add one more condition and try to find a solution.

Jun 14 2020, 4:41 PM · Modeling, BF Blender

Jun 13 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

3Dsmax, which uses a small checkbox for backface selection indication lost somewhere in UI, and everybody are ok even with that kind of a solution all this time

Eh, that's debatable. 3ds max is not exactly a shining example of a 3d app that is beloved by its users. I've been using it for a long time (too long), and noticed that I have to toggle wireframe mode very often to check what I'm selecting, so I'm hoping that Blender could be an improvement in this regard. The way Cirno's addon works is a great example: switching to x-ray while you drag a selection allows you to see what will be selected, without having to push any extra buttons. Only improvement I would make is to switch only the active object to x-ray, instead of the whole scene, which can be jarring.

This is the way Blender got that much condensed UI.

I just hope that GSoC project for custom menus is completed successfully, and we don't have to depend on one-size-fits-all approach of the default blender UI.

Jun 13 2020, 12:09 AM · Modeling, BF Blender

Jun 11 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

if user checks on face centers, it should be visible in all modes that draw faces. This toggle should change how faces are selected.

This sounds all good and reasonable for drag selection modes (box/lasso/circle), but how would you pick individual faces in wireframe without facedots? There would be no way to distinguish between overlapping faces. There could be an option to disable facedots in x-ray/wireframe for people who don't want to use them at all, but there also needs to be an option to enable area selection even if facedot overlay is on.

Jun 11 2020, 11:12 PM · Modeling, BF Blender

May 26 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

I would simply kill the whole Xray and face dots thing and have one, proper, consistent selection mode.

And what would that one, proper, consistent selection mode, that can satisfy everyone, be?
Regarding X-Ray, maybe it could be merged with Wireframe into a unified see-through mode, that is enabled with the same shortcut/button. And with the X-Ray slider you could set it up to look like a simple wireframe or an x-ray shading that we have now, based on your preference.
But getting rid of facedots is unrealistic, since they are used to reliably select faces that are overlapping each other in wireframe/x-ray.

That's why our proposal consists from a single ui button and several overlay options

Single ui button works well for controlling select through/occluded, but tying facedot selection to the overlay is flawed. If I want to use area selection with x-ray do I have to forego the ability to accurately select individual faces? Why can't I do both? These two modes don't interfere with each other.

May 26 2020, 8:49 PM · Modeling, BF Blender

May 25 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

Abscense of facedots in witeframe can clearly visually split face area mode for non-picking selection types

I think it was mentioned in this thread by a developer, that facedots in Wire/X-Ray are used to indicate face selection mode, so they can't even be disabled. Besides, combining those 2 modes would help to save quite a few clicks: you could use area selection for selecting multiple faces, and then immediately pick a specific face by a facedot, without having to switch to facedot selection mode.

May 25 2020, 8:04 PM · Modeling, BF Blender

May 23 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

But I am not sure what is the reason to see facedots, but not select by facedots in xray/wireframe.

This "Select by Facedots" toggle only applies to Box/Lasso/Circle, but you still need to use facedots to pick a specific face, with a single click. Otherwise you would need to click multiple times to select a face that's behind other geometry. That's how it works in 3ds max and it's always frustrating.

Also, this header will apply to the entire selection as a whole, even if it is assigned to each selection tool separately

What do you mean "separately"? As I said these settings would work as a global toggle, so that selecting is always consistent across all tools, including modal selection that's activated with a keyboard shortcut.

May 23 2020, 10:22 PM · Modeling, BF Blender

May 20 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

It does not make sense to split modes per tools

Ok, perhaps I didn't explain this properly in my proposal, but options that are placed in the tool settings are synchronized across all tools that share those options. Take a look at Drag option for example: if you set the Drag action to be Select Lasso, all tools will do a Lasso Select. So it's not tool-specific, but a global toggle. Select Through (or any other selection-related option) would work the same way. Here's how it would look like placed in the header:


Since Select Through is something you might want to toggle more often, depending on situation, it gets a separate button (which also works as a visual indicator, solving one of the design goals). Whereas Facedot selection is more of a general workflow preference, so it can be hidden in a drop-down menu. This is a simple and concise solution, that doesn't complicate selection process in any way, but places useful options always within reach in case you need them.

It will be a bugfix of a a very ancient problem, that breaks "you can select what you see" paradigm all this time.

It's not that simple. Even with Backface Culling enabled, only the solid shading of polygons is disabled, but vertices and edges are visible. So you can still select what you see, without braking any paradigm. I think it's better to take the same approach as with this task and clearly decouple selection behaviour from the shading mode.

May 20 2020, 3:54 PM · Modeling, BF Blender

May 15 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

Modal selection can have the same features available as the selection tool, the only difference is that they are controlled with shortcuts, like these:


Default configuration would be synchronised with tool setting so it would work in the same way.
The problem is that right now there is no place in Blender's UI for global selection settings (because there are no setting, just hardcoded stuff like Facedot selection in X-Ray). So tool settings looks like the only area where multiple options could be put in one place. And it could be made to work globally across Blender. Of course a dedicated space would be even better.
Ludvik's proposal to put selection-specific options in the area used for shading and overlays seems like an ad-hoc solution. It works well in this specific case, but cannot be expanded to accommodate additional options. For example, if Backface selection toggle is added in the future, where should the option be located? Next to 'Backface Culling' in Shading menu? I guess it depends on what kind of long term approach devs want take for selection tools - if all setting should be in one place or scattered around the UI.

May 15 2020, 2:42 PM · Modeling, BF Blender

May 13 2020

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

all selection modes

What do you mean?

May 13 2020, 8:27 PM · Modeling, BF Blender
slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

This is quite a discussion for such a simple and uncontroversial feature :) Anyway, here's my attempt to summarize it and add some suggestions.

May 13 2020, 12:24 AM · Modeling, BF Blender

Apr 26 2020

slowburn (slowburn) added a comment to D7510: Object: Switch Object operator.

Tab + mouse click should work fine, because pie menu is triggered only if the mouse is moved a certain amount. If a drag threshold is set high enough it shouldn't be a problem.
But whatever the default shortcut ends up being, it should be editable in the keymap and not hardcoded in some way.

Apr 26 2020, 6:49 PM · User Interface

Apr 24 2020

slowburn (slowburn) awarded D7510: Object: Switch Object operator a Burninate token.
Apr 24 2020, 6:59 PM · User Interface
slowburn (slowburn) added a comment to D7510: Object: Switch Object operator.

I think this feature would work well in any of the 6 editing modes, the way Pablo is doing it in sculpt mode (hover and click). The only issue is that there isn't a convenient shortcut that is empty in all different modes. So I think it would be best to add it as a menu item without a shortcut and leave it up to the individual users to decide what shortcut to use, or if they need this feature at all in a specific mode. Blender is really flexible in this aspect, because you can use different shortcuts in different modes for the same action.

Apr 24 2020, 6:52 PM · User Interface

Apr 13 2020

slowburn (slowburn) created T75697: Multires modifier produces rounded corners with 'Simple' subdivision mode.
Apr 13 2020, 10:15 PM · Modeling, Modifiers, BF Blender

Feb 19 2020

slowburn (slowburn) added a comment to T73940: Tangent space normal maps render incorrectly with mirror modifier.

So it's not a bug and not an issue with a specific normal map, but a limitation with the box projection? Then maybe it should be mentioned somewhere in the documentation, because it took me quite a while to figure out why my materials look so wrong when I use normal maps.

Feb 19 2020, 11:55 AM · BF Blender

Feb 18 2020

slowburn (slowburn) added a comment to T73940: Tangent space normal maps render incorrectly with mirror modifier.

Are you talking about texture coordinates or setting the normal map to "Object Space"? Because for me normals gets flipped with all the different texture coordinates, but setting the Normal Map node to "Object Space" does appear to help. But it's not a real solution, because if the object is rotated away from 0,0,0, the shading gets completely messed up:


I think that standard normal maps for PBR materials have to be applied in tangent space to work correctly.

Feb 18 2020, 1:49 PM · BF Blender

Feb 17 2020

slowburn (slowburn) created T73940: Tangent space normal maps render incorrectly with mirror modifier.
Feb 17 2020, 7:44 PM · BF Blender

Jan 30 2020

slowburn (slowburn) awarded D6715: Sculpt: Cloth brush a Burninate token.
Jan 30 2020, 12:54 PM · BF Blender (2.83)

Dec 21 2019

slowburn (slowburn) awarded T54642: Asset Project: User Interface a Like token.
Dec 21 2019, 6:38 PM · BF Blender (2.93), Asset Browser, Pipeline, Assets & I/O, User Interface

Dec 20 2019

slowburn (slowburn) changed the status of T72486: Inconsistent behaviour with Scale and Rotate tools when Tool Fallback is enabled from Unknown Status to Resolved.
Dec 20 2019, 6:54 PM · BF Blender
slowburn (slowburn) added a comment to T66304: Tools, Selection & Gizmo design.

@Campbell Barton (campbellbarton) I tried the latest build (12.19) and the problem I described earlier still exists. Only now it depends on whether an object is active (origin is visible as an orange point). And a partial gizmo appears at the world origin before you start dragging:

Dec 20 2019, 12:30 AM · BF Blender (2.82)

Dec 16 2019

slowburn (slowburn) created T72486: Inconsistent behaviour with Scale and Rotate tools when Tool Fallback is enabled.
Dec 16 2019, 9:04 PM · BF Blender

Dec 14 2019

slowburn (slowburn) added a comment to T66304: Tools, Selection & Gizmo design.

@William Reynish (billreynish) Ok, I can do that. But since this is still an experimental feature, and this bug happens only when Tool Fallback is enabled, maybe it would be better to discuss such issues in this thread? Reading about the proposed “Tracker Curfew” gave me an impression that the bug tracker is a 'bit' overloaded ATM.

Dec 14 2019, 9:26 PM · BF Blender (2.82)

Dec 13 2019

slowburn (slowburn) added a comment to T66304: Tools, Selection & Gizmo design.

Nice feature, but there's an issue with how Rotate and Scale tools work in Tweak mode:

Basically if you click and drag on an object area where the transform gizmo will appear you get a different action than clicking outside of it. This results in a very inconsistent and confusing behaviour. I think Tweak mode should ignore the gizmo when you click+drag on a new object for Scale/Rotate tools and just perform a corresponding action in screen space. Scale intensity will probably have to be adjusted because it's way too strong if you happen to click near the object's center.

Dec 13 2019, 10:53 PM · BF Blender (2.82)

Oct 31 2019

slowburn (slowburn) awarded D6156: Sculpt: Texture mesh filter a Love token.
Oct 31 2019, 11:31 AM · BF Blender (2.82)

Oct 30 2019

slowburn (slowburn) added a comment to T71208: Volumetric lighting leaking in eevee.

I just tried opening this scene in 2.80 and it looks a bit better. Basically the light leaking appears only when the camera is at a specific distance from the object in front, but in 2.81 beta and up it's always visible. So maybe it's related to the shadow system refactor.

Oct 30 2019, 6:23 PM · BF Blender
slowburn (slowburn) added a comment to T71208: Volumetric lighting leaking in eevee.

Ok, here it is. But there's nothing special about this file, it's just a bit modified startup scene.

Oct 30 2019, 5:03 PM · BF Blender

Oct 29 2019

slowburn (slowburn) created T71208: Volumetric lighting leaking in eevee.
Oct 29 2019, 11:40 PM · BF Blender

Jul 10 2019

slowburn (slowburn) added a comment to T66489: Camera Background Image interferes with object selection.

Yes, it still happens on 07.10 build. Here's my settings:

Jul 10 2019, 6:40 PM · BF Blender

Jul 6 2019

slowburn (slowburn) created T66489: Camera Background Image interferes with object selection.
Jul 6 2019, 2:32 AM · BF Blender

Jun 29 2019

slowburn (slowburn) added a comment to T66189: Issue with box select and active object..

It could pick any object from new selection, would still make a lot more sense than keeping deselected object as active.
Besides, blender does the same thing if you box-select only one object, that's definitely a bug imo.

Jun 29 2019, 12:42 AM · BF Blender

Jun 27 2019

slowburn (slowburn) created T66189: Issue with box select and active object..
Jun 27 2019, 10:35 PM · BF Blender
slowburn (slowburn) updated slowburn (slowburn).
Jun 27 2019, 10:32 PM