- User Since
- Feb 2 2015, 7:31 PM (224 w, 6 d)
Fri, May 24
I'm not sure but it can be related to track to constraint on the main camera. When I remove this constraint, it doesn't crash for me
Thu, May 9
Apr 25 2019
Apr 16 2019
I join a .gif video to show before and after applying the patch on my computer:
Apr 15 2019
I can confirm an issue with delete bake action.
Apr 14 2019
Apr 4 2019
I closed this bug report as official bge is no longer maintained as far I know. I think this bug has been fixed by panzergame (Tristan Porteries) in some upbge versions, (upbge is a fork of Blender which has been developped since bge development stopped). I wanted to close all the tasks in the tracker where I was involved and related to bge to do some clean up. The bug might still be in blender 2.79, but I don't think it will be fixed
Mar 28 2019
Or maybe it is possible to force to go in object mode before F12 rendering
This concerns only cycles.
Mar 25 2019
I add a .diff between the 2 particle edit.c too if it can be useful:
I add test files here:
I'm not sure, but it seems there is something in cycles code which seems not in eevee's code:
Mar 23 2019
In fact I have warnings in the console:
I can't reproduce this bug in last 2.8 build. @Lucas Boutrot (thornydre) : Could you check with last buildbot from here: https://builder.blender.org/download/ and close the task (add action > change status) if this is working for you?
(changing objects selection state stops the cache from being created but the sims keeps running. I guess this is normal as the possibility to move selected objects during simulation has to be supported)
I can't reproduce the crash neither following the described steps (gxt 1080, windows 10 64, last blender master)
Mar 11 2019
Mar 8 2019
Note: The same bug has already been reported and fixed here: https://developer.blender.org/T56147 but it seems it happens again
I triage this as incomplete as there was no feedback from the user. I think it has been solved. At least I can't reproduce it on my computer in last 2.8. Feel free to reopen it if you can still reproduce it in last 2.8 master
Feb 21 2019
there is a similar issue here: https://developer.blender.org/T57698
I don't know if it can help but when we comment these lines :
there's a similar reported bug here: https://developer.blender.org/T59729 . I don't know if there is a way to merge the 2
Feb 17 2019
Feb 15 2019
I don't really know if there is still a bug. I note this commit from Clément Foucault as reference: https://developer.blender.org/rBb62d140be9319ec
Feb 14 2019
I can't reproduce the bug in last 2.8 master. I tested with several types of meshes. @Nikos Priniotakis (Nikos_prinio) : Can you test in last built from buildbot https://builder.blender.org/download/ and if this is working for you, can you change the bug status to resolved (Add Action > change status > resolved)? Thanks
I can't reproduce the bug in last 2.8 master. Can you confirm it is working for you too @Jo (p34k) in last 2.8 built from buildbot: https://builder.blender.org/download/ , and if it's working, can you change the status to resolved (Add Action >change status > resolved)? Thanks!
Feb 13 2019
This is surely not a proper fix but it is just meant to indicate to the depsgraph that if we're doing a rigidbody simulation, I guess before building particle system we have to sync object transformation with rigidbody object tranformation:
I can reproduce this bug.
Here is another test file:
I can't reproduce this crash in last 2.8 master. can you confirm it is working for you too @David (daviddomingues_) in last built from buildbot: https://builder.blender.org/download/ and change the status to resolved if this is working? (Add Action > change status > resolved)
Feb 12 2019
I change the status to resolved. Tell me if I do something wrong
Oh I didn't see that I can change status. I try to change the status to resolved then. Thanks for the feedback
I think this bug has just been fixed by @Sergey Sharybin (sergey) today. I can't reproduce this bug in today's master following the steps described.
I can't reproduce this bug, neither the assert in last master. Is this still crashing for you with last buildbot version? https://builder.blender.org/download/?hc_location=ufi
Feb 11 2019
I propose this as fix. This needs to be reviewed.
reverting e925c20f2facd266c4898d3533d17ed30f159f2a changes the behaviour
Feb 9 2019
I can't reproduce this in last 2.8 master. Is this solved for you @Lincoln Deen (Linkun) in last 2.8 version: https://builder.blender.org/download/?hc_location=ufi ?
(my patch is wrong because this should concern only GL_TEXTURE_2D targets and not cubemaps)
I don't know if you (blender developers) want to restore this option for 2.8:
Feb 8 2019
This is working for me in last master
Feb 5 2019
I can't reproduce this bug in last master. Thanks very much to blender devs for their work on the fix/es
Feb 1 2019
I think this one is fixed and can be closed. When we check "Harden Normals", a tooltip pops up to say that we have to enable "autosmooth" option in mesh tab to have this option working. When we enable "autosmooth", the option seems to work. Can you confirm with last build downloaded from here: https://builder.blender.org/download/?hc_location=ufi @Zachary (AFWS) ?
Jan 31 2019
I think the crash happens because the default spacetype is SPACE_VIEW3D (RNA_screen.c lines 369++ in blender2.8) and, for example, when we are in UV images editor and that we unset, blender tries to draw SPACE_VIEW3D whereas no rv3d is available yet. Maybe this property in RNA_screen:
Jan 30 2019
Hi, I noticed that this patch seemed to "fix" the issue:but this needs to be reviewed by a core developer I think
Nov 30 2018
Alright, I didn't know if WITH_OPENSUBDIV should be a default in 2.7. Thanks very much! And thanks for all your hard works :)
Hi again, this was for 2.8 (idk if open subdiv has to be enabled in 2.7?). I should have precised it in the title (I just used the tag 2.8)
This is fixing my issue
There's an issue for me building from scratch with no existing cmake configuration. I'll do a patch if I find a solution
Nov 18 2018
May 5 2018
Godot, Armoury, Unity and Unreal are better for game making as it is tools dedicated only for game creation and delivering purposes.
Godot is better for 2D and for its license more adapted for the ones who want to protect their code and sell games. Armoury is better for the ones who want to sell games. Unity and Unreal are better for professionnals who want to sell games.
Apr 21 2018
This is really awesome! It gives very nice results in game mode (I guess we can see it with shift + F too). Really, eevee interactive mode can become an awesome engine for interactive scenes. If you want, you can test in these files for example:
Mar 27 2018
Oh, that's already great as basis, it seems i'm really really sick and I really apologize.
Mar 23 2018
Ok sorry about that. Parano crysis. Better for me to keep my distances for a while if I can. Sorry about all of that
Mar 22 2018
- No backward compatibility for logic scripts
- No possibility to export games as exe
Jan 21 2018
Jan 15 2018
Ok, thanks, I can try to do that (but I don't know the pipeline code too). Basically the reason is that the functions are trying to access data which is not available I guess because this data is only available when another thread is finished (I guess), but I can't be more precise. I'll try to investigate and open a bug report. Thanks
I confirm this is working for me.
Hello, I confirm the fix works for the messages in console, for the light lines and for the node lines (intel hd 4000 i53230m). Thanks @Germano Cavalcante (mano-wii)
Oct 26 2017
Oct 25 2017
@Dalai Felinto (dfelinto) : I already said 2 times that the bug happened with the default scene with the default cube when the FILE HAS NOT BEEN SAVED. So I can't attach a blend file
Oct 24 2017
Hello, yes, the bug is still in last win32 version from buildbot (254daf8). The steps are the same (open a new blend file, and with the default cube selected, go in material tab, check use nodes and try to change base color -> the color doesn't change on my computer). Same for nodes in world tab. But this is a minor bug
Sep 20 2017
Hello, I tested with most of my files using bgl and it worked fine for me. I had only 1 file to test with bge.texture and bgl however. But this sounds ok to me.
Sep 14 2017
Sep 7 2017
@Dalai Felinto (dfelinto): I tested again with last sources yesterday, still with windows 32 build debug.
Sep 5 2017
@LazyDodo (LazyDodo): in this file: http://pasteall.org/blend/index.php?id=47719 (I didn't change anything, I saved it with last blender2.8 sources with my windows 32 debug build), just click on use nodes in the material panel. For me it crashes.
Totblock message is a count of memory leaks at game engine exit but I don't think it is related to the problem. @Dalai Felinto (dfelinto): I didn't followed Blender Foundation game engine bug reports list and I don't know if other users reported this issue.
I reinstalled all my environment ("Repair"ed MSVC 2013, reinstalled git, tortoise git, tortoise svn, cmake, redownloaded libs, blender sources, cleared the cache in AppData/Roaming).
Sep 4 2017
@LazyDodo (LazyDodo): Thanks very much for the test. I'm currently reinstalling all my dev environment. But if I'm not alone to have this bug...
@Dalai Felinto (dfelinto) && @Clément Foucault (fclem): If we don't find the cause of the bug, is there any inconvenience to put Closure at 5 instead of 17? (I saw that in GPU_material.h there is a comment which says that normally the number must correspond to the data components number: vec4 -> 4... but for Closure the number is not static?).
It happens only when I build myself (both Visual studio 2013/2015). I'll redownload libraries to see. Sorry about the time you spent on this
blender.exe -d: http://pasteall.org/545272
file I used to produce the crash: http://pasteall.org/blend/index.php?id=47708 (just click on use nodes in world panel)
Aug 14 2017
Aug 13 2017
this patch: http://pasteall.org/509540/diff fixes the issue but I'm not sure this is correct
Aug 2 2017
Jun 27 2017
May 23 2017
May 15 2017
I add a note here. To make upbge merge easier, we'd maybe need to revert https://developer.blender.org/rBc8ab7d46566c4a65c6176cd2ebe27778512f7fef in a first time.
The patch here works in last blender2.8 when we revert this commit and build WITH_GL_PROFILE_COMPAT and WITH_LEGACY_OPENGL in cmake. 15/05/2017
May 12 2017
Disable text drawing (3D and 2D) waiting for refactor, fix a crash, minor stuffs... http://pasteall.org/393419/diff
May 11 2017
restore overlay scenes and I guess background scenes too.
May 9 2017
hello, I tried to restore a part of layers system but I don't know if this is ok: http://pasteall.org/390871/diff . However I'm not 100% sure this is like that it has to work.
May 6 2017
Restored lighting with a temp hack: http://pasteall.org/386423/diff (lines 143/144 -> In gpu_material_bind, there was a problem to update lamp because of that: if (!lamp->hide && (lamp->lay & viewlay)) .
May 5 2017
Hi, I spent some time to find a way to update matrices, but finally just something like that: http://pasteall.org/384984/diff (end of the patch in RAS_ListRasterizer) seems to work. Maybe there are some ways to makes it more elegant :P ... It was just to update bug report. Thanks @Dalai Felinto (dfelinto) for your advice about gpuBindMatrices and @Mike Erwin (merwin) for your comment about ShaderInterface on upbge github.
Apr 30 2017
About the problems with objects matrix in GLSL in textured mode, it's because of the modifs in gpu_shader_vertex.glsl. This: https://www.diffchecker.com/jRukVBz5 restores the object matrix in bge
Oh thanks very much @Dalai Felinto (dfelinto)! I close the other revision. Actually last time I tried to find why in GLSL texture mode, the matrix is incorrect but I didn't found the reason for now.