Wed, Nov 15
Confirmed on linux for 2.79 and master 556b13fother vertex's local coordinate multiplied by power of 2.
Mon, Nov 13
Sun, Nov 12
Yes my bad
It looks like a duplicate report of T53145
Fri, Nov 3
I had to hit tab a lot (spam it more than 10 times) after joining and got a crash indeed.
This has already been reported here: T53145
Thu, Nov 2
Tue, Oct 31
It looks like array modifier is not using name but index of vertex group.
Mon, Oct 30
Oct 21 2017
Oct 18 2017
Oct 17 2017
Yes same error, also tested with with blender-softwaregl.
This issue is still not fixed on Linux.
Oct 15 2017
I could not reproduce this problem on windows. But from the description believed that the problem was solved.
While it is possible that the error is related to the latest changes in the add-on:
Oct 10 2017
Thanks @ronan ducluzeau (zeauro) for the detailed explanation, nothing to add here, no bug. :)
Oct 9 2017
Hi. Yes, I am tested it in 2.79 - all work fine.
Oct 6 2017
Apparently this is the expected behavior. There is nothing in the code indicating that edges marked as seam delimit islands. The faces that are "not correctly split", coincidentally share the same vertices (with the distance between them less than STD_UV_CONNECT_LIMIT).
Oct 4 2017
This is a useful feature, however we already have code to check for overlapping geometry. See: source/blender/blenlib/BLI_kdopbvh.h and calls to BLI_bvhtree_overlap.
Oct 2 2017
Sep 30 2017
It is completely logical.
Pivot of transformation is Median point of selection.
So, with an odd number, this median point starts at half of a unit. When it is moved ; median point is snapped at a grid point and there is a logical offset of half-unit for vertices that were originally placed on grid.
That does work, but I don't see a reason why the absolute snapping must be turned off for moving to absolute positions.
I think you just need to turn absolute grid snapping off while you move the odd sized pieces? it'll still move in grid sized increments so should work?
Sep 29 2017
Sep 26 2017
Sep 23 2017
Sep 22 2017
ok thank you for the answer.In 3ds max edited objects can still be hided,but never mind,Blender does in different way.
hi, sorry for delays, will add to contrib shortly and work from there as future replacement for f2 addon
have you tested this in 2.79 and nightly builds?
Sep 20 2017
Hiding edited object has never been allowed, no bug here, this is expected behavior.
I can confirm that in 2.79 official release 64bit that's is the behaviour. In Edit Mode you cannot hide the object currently being edited but you can hide other objects in the scene while you're in Edit Mode. It was the same in 2.78 and previous versions.
i attached video related to this error
please check if this is a bug above,in other programs,i can hide objects in layer in edit mode.