Confirmed, will have a look...
Mesh with Subdivision Surface or Mirror modifier -> edit mode
( Linux d415b5c7b85b07ce4e30e4dbe33491df23202cdc )
These were intentional changes, that come with trade-offs.
And this is actually expected behavior.
Thing is, FBX export never uses calc_undeformed option when generating temp mesh…
And the offset is calculated differently from 2.79b .. offset is adding to frames number, not to current frame .. so it cant be one number and it cant be changed by slider or any number control. I think if you have so nice animation support it would be a pity not support flat style puppets depends on right alpha and sequence preview in working 3d view or eevee :) I love blender and its only function I missing to absolutely change the whole pipeline to blender.
The random number seeding got big changes in 2.8, which solves this kind of issue, also changes rendering results. So I think we can keep this closed as it will be fixed in the next release, but we don't want to backport that fix.
If you can trigger this with a normal plane, can you provide a .blend file and minimal steps to reproduce the issue?
null is not allowed in gltf json.
Unfortunally, current validator do NOT check null values inside not known extensions objects. This should be solved in next version of validator.
ok, if you say it is fixed now, no action is necessary.
Seems to be an issue with FBX imports. Megascan assets that are FBX have this issue.
@Philipp Oeser (lichtwerk) Don't worry about access denied error, Sergey just fixed the problem.
Debug log attached. Running a 1070 8gb card, I dont seem to be running out of vram.
It is working in cycles rendered viewport and F12.
LookDev et al. is not working for both eevee and cycles (but that is what T57457 is about...)
Generally fine, but see comment in the task.c.
Would really prefer to not have any overhead there, even for debug-only builds.
Now I notice that some blender 2.79 Can`t open in blender 2.80.
Funny how you list the Subdivision Surface at the modifiers that caused your Blender to crash, but apparently having the Multiresolution got working since it's not on your list...
I did a super-quick test (add the modifier to the default cube; hit tab; see if it crashes) with all the modifiers (there might be a few that slipped through if they needed a setting changed before they started doing anything or something)
The modifiers that caused Blender to crash for me were:
- Normal Edit
- Weighted Normal
- UV Project
- UV Warp
- Edge Split
- Subdivide Surface
- Simple Deform
Objects orbit around their origins, when many are selected the center of their bounding box is used.
That's interesting. I've only experienced this problem since I swapped out the Subdivision modifier with the Multiresolution modifier to allow much better sculpting.