artifact_id;status_id;status_name;priority;submitter_id;submitter_name;assigned_to_id;assigned_to_name;open_date;close_date;last_modified_date;summary;details;"Category";"Status";"Relates to";"Duplicates";"Patches"
26712;1;"Open";3;5781;"Mike Pan";4042;"Janne Karhu";"2011-03-31 23:25";"1970-01-01 01:00";"2012-10-26 07:35";"Particle group instance 'Use Count' value gets reset on file-load.";"Please see sample file and run LoadMe.blend, notice that the object count (highlights in white in the screenshot) is always reset to zero everytime the file loads.  This only happens when using linked groups from an external file.

";"None";"Reopened";"";"";""
28006;1;"Open";3;17420;"Ben Simonds";146;"Brecht Van Lommel ";"2011-07-17 18:32";"1970-01-01 01:00";"2011-07-20 18:48";"IK Constraint does not work correctly when root bone is scaled up.";"When working with a rig that has an IK constraint, such as a simple leg rig, scaling up the root bone causes the IK chain to behave incorrectly. It looks like what is happening is that the target for the IK chain is not scaling with the rig, despite the actual target bone scaling correctly.

This happens with the Legacy Ik solver, with iTaSC the target follows scaling correcly, but the bones in the IK chain do not!

See attached file and try scaling up the root bone. 
";"Animation system";"Investigate";"";"";""
28263;1;"Open";3;5781;"Mike Pan";4042;"Janne Karhu";"2011-08-15 21:30";"1970-01-01 01:00";"2013-02-16 17:51";"Particle Texture Influence Bug (3)";"Particle Size Texture Influence Bug

This file shows a simple particle system that uses a (blend)texture to change the size of the particles.

To try it out:
    Press Alt-A to play the animation
    Move the Empty around to see the particle grow and shrink with the empty
    

The problem:
    Right now, The particle system needs to be set to 'Newtonian Physics' for texture to influence the size, and with global gravity turned off.

Wishlist:
    It would make sense if the size influence could work with the Physics set to 'None'. That should save some computation time and avoid hacks such as setting gravity influence to 0.
    Even better if the particle system can update without having the animation being played-back.
    
    
Thanks";"None";"Investigate";"";"";""
28391;1;"Open";3;17250;"Dany Lebel";146;"Brecht Van Lommel ";"2011-08-28 05:27";"1970-01-01 01:00";"2011-09-12 11:54";"UILayout.box does not align correctly";"In the python api it is possible to create boxes in which other properties or operators may be put. The elements of a panel can generally be aligned. But the boxes have some problems dealing with alignment. A simple script is attached with this issue to demonstrate the problem.


1. Open box_align_issue.py and run it.
2. Look at the ""Hello World Panel"" in the properties window in the ""Object"" tab.
3. Note the issues with the box alignment.";"Python";"Reopened";"";"";""
29308;1;"Open";5;31639;"Vincent PARIS";103;"Ton Roosendaal";"2011-11-17 17:41";"1970-01-01 01:00";"2012-11-14 10:57";"Crash or problems redrawing viewport while/after rendering";"Bug happens with cycles  v41945,  WIN64 version CUDA with the DISPLACEMENT MODIFIER ( an animated procedural applied on it ).

i join a exemple file ( .blend + textures, perhaps you will have to re-assign them to the leaf material ).

Tried with the official CPU version (r41938) and it bugs too.";"Rendering";"Confirmed";"";"32093 32121";""
31555;1;"Open";3;26897;"Wintch Analyzer";3487;"Campbell Barton";"2012-05-22 01:35";"1970-01-01 01:00";"2013-02-11 01:57";"Username with special chars in Windows 7";"With Windows 7 pro 64bit and blender 2.63a i get an error if my username contains special chars, like ""сидорович"" (russian). Output follows:

>>>
found bundled python: C:\games\blender-2.63a-release-windows64\2.63\python
Traceback (most recent call last):
  File ""C:\games\blender-2.63a-release-windows64\2.63\scripts\modules\bpy\utils.
py"", line 484, in user_resource
    _os.makedirs(target_path)
  File ""C:\games\blender-2.63a-release-windows64\2.63\python\lib\os.py"", line 14
4, in makedirs
    makedirs(head, mode, exist_ok)
  File ""C:\games\blender-2.63a-release-windows64\2.63\python\lib\os.py"", line 14
4, in makedirs
    makedirs(head, mode, exist_ok)
  File ""C:\games\blender-2.63a-release-windows64\2.63\python\lib\os.py"", line 14
4, in makedirs
    makedirs(head, mode, exist_ok)
  File ""C:\games\blender-2.63a-release-windows64\2.63\python\lib\os.py"", line 14
4, in makedirs
    makedirs(head, mode, exist_ok)
  File ""C:\games\blender-2.63a-release-windows64\2.63\python\lib\os.py"", line 14
4, in makedirs
    makedirs(head, mode, exist_ok)
  File ""C:\games\blender-2.63a-release-windows64\2.63\python\lib\os.py"", line 14
4, in makedirs
    makedirs(head, mode, exist_ok)
  File ""C:\games\blender-2.63a-release-windows64\2.63\python\lib\os.py"", line 14
4, in makedirs
    makedirs(head, mode, exist_ok)
  File ""C:\games\blender-2.63a-release-windows64\2.63\python\lib\os.py"", line 15
2, in makedirs
    mkdir(name, mode)
WindowsError: [Error 5] Access is denied: 'C:\\Users\\С\u201eРёС\u201aР°С\u040fС
\u2021'
<<<

I get this error when installing some plugin (in fact just pressing ctrl+alt+u>addons>install addon>ok button). If i try to save or load my work i see an empty:

C:\Documents and Settings\

Even if i have users written only with normal symbols like ""james"" or ""brown"" and my testuser ""сидорович"" in the same folder.";"International";"Reopened";"";"";""
31928;1;"Open";3;30502;"Bebin Chandra";3487;"Campbell Barton";"2012-06-25 14:38";"1970-01-01 01:00";"2012-10-02 04:46";"FBX export: Static & Skeletal Mesh gets rotated by 90 irrespective of setting the Forward and Up Axis";"Static and Skeletal Meshes when imported to game engines such as Unity3D and UDK has the meshed rotated by 90 deg and in case of skeletal, the root is being rotated by 90 deg.

Many Standard combinations of static and skeletal meshes have been tried by exporting from MAYA which seems to working fine with no sign of rotation.

The main reason why many people skipped this bug without getting noticed is because in case of Unity3D the mesh is rotated by +- 90 deg and it rotates itself to the game's current axis which people never notice and continue to work without noticing the rotation

In case of UDK the skeletal mesh is rotated by +-90 deg and when the animation in playing it gets rotated to the original erect state so there seems to be a rotation value added to all meshes and armatures exported through blender.

when imported in MAYA the mesh/armatures are still rotated by certain value.

";"Import/Export";"Reopened";"";"";""
32022;1;"Open";3;401;"Nathan Vegdahl";146;"Brecht Van Lommel ";"2012-07-05 23:39";"1970-01-01 01:00";"2012-07-23 21:08";"Dual quaternion skinning behaves strangely with scaling";"When a mesh has an armature modifier on it, and the bones of the modifier are both rotated and scaled, strange deformations occur that are not expected.

See in the attached blend file.  When you play back the animation, the bones first rotate to bend the mesh, and then they uniformally scale to a smaller size.  One would expect the mesh to also uniformally scale to a smaller size, but instead the mesh expands (relative to the size of the bones) in a strange way.  Similarly--though more subtly--when the bones are scaled non-uniformally, one would expect the mesh to also scale in the same way as the bones, but similar strange deformations occur as in the uniform case.

This is very problematic for rigs that need to allow the scaling of bones (e.g. for flexy rigs, squash-and-stretch, etc.)

I'm not sure if this is an inherent limitation of dual quaternion skinning.  If it is, then oh well.  But if it is not, then it needs to be fixed.";"Modifiers";"Investigate";"";"";""
32340;1;"Open";3;9815;"John Zan";4042;"Janne Karhu";"2012-08-16 17:18";"1970-01-01 01:00";"2013-05-11 13:24";"particle rotation option not working (7 reports)";"Actions to redo:
Set the physics to none, tick the particles rotation option, set the particles rotation to something other than none, untick the particles rotation. The particles rotation will remain....";"Physics";"Confirmed";"";"";""
32346;1;"Open";3;3487;"Campbell Barton";4290;"Joshua Leung";"2012-08-17 16:49";"1970-01-01 01:00";"2012-08-17 16:49";"Node animation, removing nodes keeps FCurves.";"In the attached file:
- delete the composite node.
- add a new composite node.
... notice the new nodes button is still animated.

This is a bug, removing the node should remove the animation data too.";"None";"Investigate";"";"";""
32537;1;"Open";3;16155;"Gaia Clary";103;"Ton Roosendaal";"2012-09-11 18:39";"1970-01-01 01:00";"2013-05-17 18:32";"Inconsistent behaviour of Texture Baker";"The attached .blend file contains a simple cube with a material based on a magic texture and an image texture.
the image texture is also assigned to the cube as UV texture. This example uses GLSL mode.

The attached .blend file also contains a step by step description how to reproduce the (inconsistent?) behaviour.

The system actually behaves as i expect it to behave as long as i do NOT store it as .blend file.
When i store it as .blend file and reopen the stored .blend file, then the behaviour of the bake tool changes.

I also recorded a video to demonstrate what I see in my computer as i am unsrure if maybe i just see
some error due to a wrong build:

http://www.youtube.com/watch?v=yNxjz67Q4sE&feature=youtu.be

If anything is unclear, please ask me back. I tried hard to explain the issue in the nlender irc this afternoon.
And it looks like i am confusing myself with that issue. Please if its not a bug, can you give me a short
explanation what is going wrong here ?

thanks!
-Gaia-";"Rendering";"Reopened";"";"";""
32963;1;"Open";3;24918;"Tobias Oelgarte";4290;"Joshua Leung";"2012-10-24 23:25";"1970-01-01 01:00";"2012-10-25 12:17";"Pivot constraint does not work local";"I appended an example file where i have four bones. The bone ""pivot2"" has two pivot constraints and should rotate around the left or right bone depending on it's own rotation. If you rotate ""pivot2"" then you should see how it should look like. But if i rotate the parent ""pivot1"" then ""pivot2"" starts moving without being rotated. I don't know if it is intended to be relative to the parent space or the bone himself, but either way the result is wrong and unusable.";"Animation system";"New";"";"";""
33068;1;"Open";3;4908;"Alberto Torres Ruiz";1862;"Ben Batt";"2012-11-03 18:04";"1970-01-01 01:00";"2012-11-06 12:51";"Can't paint weights of some vertices in some situations.";"If a mesh has these modifiers in this order:

- Mirror
- Armature (optional)
- Subsurf

Some (most) vertices can't be painted at all in the original side, it only paints in the mirrored one. X-mirror painting don't have any effect on the issue.

In the attached example I've randomized the faces to better show the issue. The paintable vertices originaly was only the ones in the lower part of the eyes (the last ones?).";"Mesh Modeling";"Confirmed";"";"34522";""
33374;1;"Open";3;6241;"Patrik Andersson";3487;"Campbell Barton";"2012-12-01 14:22";"1970-01-01 01:00";"2012-12-02 03:43";"Extrude and mirror editing 2.65 RC1 ";"When using the extrude tool I become confused, There are two options for Mirror Editing, but none of them seems to work properly.

To recreate:
subdivide a single cube once or twice, select one face and extrude it. 
Try toggle the mirror editing option";"Mesh Modeling";"Confirmed";"";"";""
33488;1;"Open";3;19321;"eugenio jr.";28918;"Howard Trickey";"2012-12-12 01:21";"1970-01-01 01:00";"2012-12-12 06:47";"New Bevel wrong behavior";"The attached picture shows it all actually. I was just playing around with the new bevel tool, and when tried to bevel the selected edges as shown in the picture, got that strange result...";"Mesh Modeling";"Investigate";"";"";""
33519;1;"Open";3;47167;"Lionel Alvergnas";4332;"Daniel Genrich";"2012-12-13 14:36";"1970-01-01 01:00";"2012-12-13 19:04";"Systematic crash on the same frame number whatever rendering options chosen";"Hello,

I made this little scene using physic system with the 2.64 (Windows x64) version, and I had a systematic crash on the rendering of the 28th frame whatever rendering options chosen.
Now, I work with the new 2.65 (Windows x64) version, and I have the same systematic crash during the rendering, however I recalculated the bake fluid simulation with a better accuracy (300 instead of 200) now that I have an Intel i7 6 cores.

Just for your information, my PC is totally new, I made it myself (it's a part of my job) at the beginning of this week. It's a really ""fresh"" Windows 7 Pro x64 installation, with the lastest official, and stable, graphic card driver of my Nvidia GTX660Ti. You could see all my configuration in the system-info.txt

I'm not a superuser of Blender, but as the crash continues despite my new machine and the new Blender version, I think this is really a rendering bug.

Well, that's all for me, I can't give you more informations now.

Thanks in advance for your work and have a nice day
Bye";"Rendering";"New";"";"";""
33577;1;"Open";3;4334;"Alan Ferguson";1862;"Ben Batt";"2012-12-17 07:17";"1970-01-01 01:00";"2012-12-17 19:36";"Array Modifier, Relative Offset, End Caps location doesn't make sense";"Blender 2.65.0 r52859 Linux 64 bit

At best the array relative offset behaviour for the end caps is confusing to me,  perhaps this is a bug ---

In the attached blend, I have 3 objects, a cylinder with open ends, and two cones that should serve as end caps.  The cylinder has a height of 2 with 1 unit extending below the z plane and one unit above the z plane. The top and bottom end cap cones have their origin at 0.0.0.  I have added an array modifier and set it to Relative Offset (0,0,1). I expect the end caps to sit nicely at the end of the cylinder.  What I get is end caps that float 1 unit above and below what I would expect.

Are my expectations weird?



";"Modifiers";"Investigate";"";"";""
33678;1;"Open";3;47529;"Jananton Bijsterbosch";22626;"Alexander Kuznetsov";"2012-12-27 12:04";"1970-01-01 01:00";"2012-12-29 10:17";"single and double quote keyboard key doesn't show single and double quotes in editor";"Pressing the single and (shift)double quote key on the keyboard does not result in a single or double quote becoming visible in either the text editor window, or the interactive python console. Needless to say this key works in any other application installed on this computer.
This erroneous behaviour started in version 2.63, in all previous versions the key worked / works as expected.

CPU: Intel(R) Core(TM) i7 920 @ 2.67Ghz 2.67Ghz
RAM: 6 Gb
GFX: Nvidia GTS 250 1Gb
OS: Windows 7 Pro, 64bits
Drivers: Nvidia 285.62
Blender: release 2.65a, build 2.65.0 r53189";"Text editor";"Investigate";"";"";""
33810;1;"Open";3;13275;"Michael S";19228;"Sergey Sharybin";"2013-01-08 22:13";"1970-01-01 01:00";"2013-01-15 12:18";"Incurrect display normIl map on model with 2 UV's";"--- Operating System, Graphics card ---
Ubuntu 12.10

--- Blender version with error, and version that worked ---
Tested on:
2.56 (from blender.org)
r53596 (ppa)
r53473 (ppa)


--- Short description of error ---

Even when UV-channel is set, normal-map displayed differently, while selecting different UV-sets in ""Object Data""

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

1) Turn on GLSL materials.
2) Open ""Object Data"" buttons and try to select different UV-sets.
3) You should see what the normals (pimples) turn inside.

";"Rendering";"Investigate";"";"";""
34076;1;"Open";3;48361;"Steve Elkins";4290;"Joshua Leung";"2013-02-01 17:43";"1970-01-01 01:00";"2013-02-02 12:51";"Moving keyframes in DopeSheet does not change keyframes inside node group";"Win 7 64 bit, nvidia GTX 660 ti (310.90 driver)


Confirmed in builds from the daily buildbot: 54201 (MinGW) and 54087. Older builds as far back as 2.65 official release do not support movie files in the texture node.


This might be related to #24163 and #26167, but those bug reports are marked as solved in SVN.

Moving node group keyframes inside the DopeSheet does not change keyframe location. Ungrouping the nodes returns the DopeSheet to normal behavior.

I prepared the attached file for blendswap, but noticed the bug before uploading. Change the 3D view to Cycles ""rendered"" view to easily observe that moving the keyframes does not change the timing of the ""CRT_OutOfSync"" effect.


";"Animation system";"Investigate";"";"";""
34321;1;"Open";3;3487;"Campbell Barton";28918;"Howard Trickey";"2013-02-19 13:29";"1970-01-01 01:00";"2013-02-19 13:41";"Bevel fails to properly work with UV's";"See attached file.

Bevel the cube and notice UV's break up in a strange way.";"None";"Confirmed";"";"";""
34413;1;"Open";3;11504;"Antony Riakiotakis";4827;"Nicholas Bishop";"2013-02-25 02:39";"1970-01-01 01:00";"2013-02-25 02:39";"Dyntopo, smooth shading normals not getting uploaded to GPU and undo buffers";"
--- Operating System, Graphics card ---
Ubuntu 12.10 Windows 7, NVIDIA GT 540M

--- Blender version with error, and version that worked ---
The bug existed since before merge of the branch

--- Short description of error ---
When sculpting with dyntopo, there are grid-like areas where normals are not updated. Also undoing reveals these areas better. It may have to do with enabling autosmooth, as I've done on the attached blend but I think I've seen it on other occasions too with smooth shading.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
On attached file
1) Enable dyntopo
2) Do a stroke
3) Undo

Entering and exiting edit mode reuploads normals and fixes the issue.";"None";"New";"";"";""
34445;1;"Open";3;20528;"Moolah Nasreddin";28918;"Howard Trickey";"2013-02-26 15:43";"1970-01-01 01:00";"2013-02-26 16:34";"New Bevel's issue with Edge Split modifier";"--- Operating System, Graphics card ---

win32

--- Blender version with error, and version that worked ---

r54862 - the issue
pre-new Bevel modifier - worked good

--- Short description of error ---

The new Bevel Modifier works worse than older when using it with Edge Split (set to Sharp Edges).

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Just open my .blend or look to pictures.

I suggest to add splitting edge just on borders of bevels. If it's not possible with Segments >1 then at least make it for 1.

Now some important lyrics. Read it only if you're disagree with current Bevel -> Edge Split behavior.
____________________
I think I can talk about a kind of regression.
The old Bevel modifier was really good (see the picture with *_old) to quickly prepare mid-poly meshes for baking to low-poly.
Using the modifier of bevel here gives a good freedom to change it when you need. That's really good because the texture size is limited.
When you set some small bevel here is always a possibility that it will be too small on a texture after baking.";"Mesh Modeling";"Investigate";"";"";""
34446;1;"Open";3;30105;"Sebastian Nell";103;"Ton Roosendaal";"2013-02-26 17:04";"1970-01-01 01:00";"2013-02-26 19:19";"Make Local on linked mesh object: object gets removed if redo function is used";"--- Blender version with error, and version that worked ---
2.66-official

--- Short description of error ---
If one changes the type for Make Local operator in Redo panel, object disappears (from scene as well as from bpy.data.objects)

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1) Save default scene (cube) to .blend for linking that cube later
2) Open new scene
3) File > Link
4) Add the cube from .blend (step 1)
5) Click menu Object > Make Local > Selected objects (for instance, any type will work)
6) Change type of the operation in Redo panel to something else
7) Cube vanishes

Redo should either be disabled for this op, or made working.";"Import/Export";"Investigate";"";"";""
34462;1;"Open";3;48843;"Roy Curtis";3487;"Campbell Barton";"2013-02-27 18:57";"1970-01-01 01:00";"2013-02-28 17:44";"Crash when switching modes via mix of TAB and spacebar menu";"--- Operating System, Graphics card ---
Windows 8, x64
ATI Mobility Radeon HD 3650
Pentium Dual-Core T2400 (2 cores, 2GHZ)
4GB RAM

--- Blender version with error, and version that worked ---
2.66.0 (r54697) 64x
no known working previous version

--- Short description of error ---
Using a mixture of the TAB shortcut and the spacebar context menu to switch modes causes a crash, with no crash handler appearing (e.g. WER does not appear)

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1. Press Spacebar and type ""vertex paint"", then press enter on ""Vertex Paint Mode""
2. Press spacebar and type ""weight paint"", then press enter on ""Weight Paint Mode""
3. Press TAB; observe exit";"Interface";"Investigate";"";"";""
34485;1;"Open";3;21158;"sarazin jean francois";4827;"Nicholas Bishop";"2013-03-01 09:10";"1970-01-01 01:00";"2013-03-01 13:28";"sculpt strength weirdly inverted with some mesh part";"--- Operating System, Graphics card ---
Windows 7, geforce 465

--- Blender version with error, and version that worked ---
2.66 official, same error with blender 2.64

--- Short description of error ---
I've already submit this bug, but it was rejected. Now I've made a video of the behavior :
http://www.youtube.com/watch?v=IJH6iMv621A&feature=youtu.be
N. Bishop reply it was a consistent behavior, but he haven't seen this video. I think from a user point of view it's not predictable.

detailed explanation :
When I sculpt some part of the body of my character, sometimes the sculpt strength is inverted. It push vertices, as if I pressed ctrl. I think it will do this when the sculpted part have a little thickness. But I didn't manage to reproduce it with a simple mesh.
I've tried with and without dynamic topology, without symetry, with recalculate normal, I couldn't resolve the issue.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

open the file, sculpt the nostril with the default brush, it will push the mesh as if you would pressed ctrl. But if you sculpt the cheek, everything is ok.";"Sculpting";"Investigate";"";"";""
34489;1;"Open";3;6183;"Troy Sobotka";4332;"Daniel Genrich";"2013-03-01 23:55";"1970-01-01 01:00";"2013-03-03 12:12";"FLUID SIMULATION: Some time values / particle ranges refuse to render";"--- Operating System, Graphics card ---
Linux amd64

--- Blender version with error, and version that worked ---
r54346

--- Short description of error ---
Some values for fluid simulation appear to simply stop rendering. The following is a sample.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Press ""Bake""

";"Physics";"New";"";"";""
34504;1;"Open";3;5660;"Andrew Davies";28918;"Howard Trickey";"2013-03-03 01:30";"1970-01-01 01:00";"2013-03-03 04:21";"Bevel no longer maintains corect angle (distorts) when beveling at 45 degrees.";"--- Operating System, Graphics card ---
Windows 8 64bit, NVIDIA 560ti 448 GTX, 18gb DDR3

--- Blender version with error, and version that worked ---
Works in 2.64a, error in 2.65/2.66 r54965

--- Short description of error ---
Bevel no longer gives a correct result as of 2.65. The resulting bevel is distorted and no longer even when bevelling at 45 degrees. The expected result is straight edges that maintain the 45 degree angle. Worked perfectly in 2.64a.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Bevel the selection in the attached file and set Offset to 1.0



Thanks for looking!

Cheers,

-Andy


";"Mesh Modeling";"Investigate";"";"";""
34532;1;"Open";3;401;"Nathan Vegdahl";4290;"Joshua Leung";"2013-03-04 23:07";"1970-01-01 01:00";"2013-03-05 10:50";"Copy Transforms constraint jumps when changing influence";"OS: Xubuntu 12.10
Blender version: SVN r55030

When a bone is sheared, the Copy Transforms constraint causes it to suddenly jump when blending it's influence to/from 0.0.  Expected is a smooth transition between 0.0 and 1.0 influence.

Attached is a file demonstrating the issue.  Simply drag the influence slider, and notice it's behavior especially near 0.0.";"Animation system";"Investigate";"";"";""
34549;1;"Open";3;11695;"kursad k";3487;"Campbell Barton";"2013-03-07 03:49";"1970-01-01 01:00";"2013-03-07 11:06";"QUick edit image buffer is saved as 8bit image";"--- Operating System, Graphics card ---
Nvidia 750gtx, Windows7 64

--- Blender version with error, and version that worked ---
2.66

--- Short description of error ---
When painting textures it is common to export the current camera buffer to an editing applicationn and bring bacvk adn reapply as project in Blender and other apps. Blender provides this functionality as ""quick edit"" in the texture painting panel. It is all great however the buffer seems to be saved as 8bit which renders the integrity of an highbit (16/32) images. I believe that the quick edit buffer bit depth should be saved as the original image bit depth. As of right now the fidelity of an high bit image is compromised with 8 bit image buffers.

I use Photoshop for image editing so this is not an image editing app mistake, as in that would  be with Gimp since it has no support for anything else besode 8bit images.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Add a 32 bit image to your model for texture painting
open texturing mode
click quick edit on the texturing pane
It should open up your editing application for quick painting.

You can also try the blend file I attached.

";"Image & Movie I/O";"Investigate";"";"";""
34577;1;"Open";3;38073;"matty  krosschell";4827;"Nicholas Bishop";"2013-03-09 17:04";"1970-01-01 01:00";"2013-03-10 12:30";"sculpting with dynamic topology sometimes becomes un-usable ";"--- Windows 7 64bit , NVIDIA Ge-Force 7600 GT---


--- version2.66 r54697, never worked  ---


--- Short description of error ---
sculpting with dynamic topology on, particularly at sharp corners or at specific angles to the mesh causes the brush to push the blob of mesh toward the right 
I think that this should be a high priority bug because it makes dynamic topology somewhat useless 
it only happens when collapse short edges is turned on by the way  

attached are a few files one is before the brush stroke the others are after   

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---


";"Sculpting";"Investigate";"";"";""
34614;1;"Open";3;23258;"Tungee ";28918;"Howard Trickey";"2013-03-12 15:19";"1970-01-01 01:00";"2013-04-24 19:07";"Bevel Modifier don't respect vertex groups";"MacOSX 10.6.8 Imac
Rev. 55197

The bevel modifier does'nt respect the vertex groups...
Testfile is provided.
In edit mode , you can see that the vertex group is stored, but the modifier ignores it.";"Modifiers";"New";"";"";""
34619;1;"Open";3;44968;"James W";28918;"Howard Trickey";"2013-03-13 02:51";"1970-01-01 01:00";"2013-04-24 19:05";"Bevel: weird behavior on edge loop";"--- Operating System, Graphics card ---
Fedora 18 64bit, with GeForce 8400M GS


--- Blender version with error, and version that worked ---
r55222, self-compiled


--- Short description of error ---
When beveling the selected edge loop in the attached .blend, the bevel will be curved oddly if used more than .0726.


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Open attached .blend, the edge loop is already selected so just bevel it with varying amounts (e.g under and over .0726) to see the problem.";"Mesh Modeling";"Investigate";"";"";""
34663;1;"Open";3;49393;"Jason Stark";3487;"Campbell Barton";"2013-03-17 10:20";"1970-01-01 01:00";"2013-03-17 11:45";"Cannot rotate view while using Knife tool with Maya preset";"--- Operating System, Graphics card ---

Windows 7, and graphics card


--- Blender version with error, and version that worked ---

2.66a, never worked


--- Short description of error ---

While using the default Blender keyboard shortcuts, it is possible (and extremely useful) to rotate the 3D view while using the knife tool.  This is impossible to do while using the Maya keys.


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Start Blender and select the Maya preset
Select the default box mesh object.
Enter Edit mode.
Select the Knife tool
Attempt to rotate the 3d view.  Note that the view does not rotate as the Knife tool appears to be blocking input.";"Interface";"Investigate";"";"";""
34664;1;"Open";3;21158;"sarazin jean francois";28918;"Howard Trickey";"2013-03-17 12:01";"1970-01-01 01:00";"2013-03-18 12:08";"bevel modifier material assignment unpredictable";"--- Operating System, Graphics card ---
Win 7 Geforce 465

--- Blender version with error, and version that worked ---
Official 2.66 and and daily 55349 have the same behavior.

--- Short description of error ---
When you applied a bevel modifier to an object, and you have two different materials on each side of the beveled edge, the new beveled faces won't have all the same material. 
Maybe we could have a material index slot in the modifier, so we can choose to assign an exact material to the new beveled faces.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
just open the scene, it has a very simple object set up.

";"Modifiers";"Investigate";"";"";""
34665;1;"Open";3;28674;"Czarek Kopias";3487;"Campbell Barton";"2013-03-17 15:33";"1970-01-01 01:00";"2013-03-17 20:32";"texture paint + zoom";"--- Operating System, Graphics card ---
Win7_x64 , intel HD 4000 , lenovo Y580

--- Blender version with error, and version that worked ---
r55350

--- Short description of error ---
When zoomed in i cant paint in texture paint mode

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
just see a blend file and try to paint than zoom out 
";"Sculpting";"Confirmed";"";"";""
34674;1;"Open";3;3190;"Jean-Christophe Laplace";103;"Ton Roosendaal";"2013-03-18 09:35";"1970-01-01 01:00";"2013-03-19 19:57";"Problem with dual screen on OSX : UI becomes inactive";"--- Operating System, Graphics card ---

OS : OSX Mountain Lion 10.8.3 (but same problem with previous releases), 16Gb RAM
Graphic card : ATI RADEON 6770m 1Gb RAM.

--- Blender version with error, and version that worked ---

Every release : official 2.6x, latest compiled SVN

--- Short description of error ---

When using Blender on a dual screen with two separate windows, the UI often locks and becomes unresponsive after ""save"" operation. 
With ""blender window 1"" on my main monitor and ""blender window 2"" on the second monitor, I work on one blender window and then hit ""save file"". When saving is complete, I want to continue working on the scene, but nothing is selectable any more : buttons, objects and even the application window frame is ""inactive"" and ""unselectable"". I have to move my mouse to my second monitor and click on the second blender window, and then move back to my main window to get everything to ""unfreeze"". Happens every time with every blend file, but only if it has two separate windows open.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

1) Open the main blender windows on the main monitor.
2) Open an existing blend file for example (it works with every blend file)
3) shift click to open a second windows for the second monitor.
4) move the window to the second monitor
5) hit save (cmd + S) and validate : after the end of the save operation, the UI is locked on the active screen.
6) click on the blender window on the other monitor then click again on your main screen : UI unlocks.
";"OS related: OSX";"Investigate";"";"";""
34675;1;"Open";3;26703;"Shinsuke Irie";3487;"Campbell Barton";"2013-03-18 13:48";"1970-01-01 01:00";"2013-03-18 13:48";"Info view shows duplicate operators with incorrect values of args";"
--- Operating System, Graphics card ---

Ubuntu 13.04
GeForce GTX 670

--- Blender version with error, and version that worked ---

r55369

--- Short description of error ---

Steps to reproduce:

1. Start Blender
2. Duplicate the default cube by Shift+D
3. Change args of the duplicate operator in tool shelf of 3D view

Though the args were changed, the info view always displays the operator info with the default values of the args as follows:

bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={""linked"":False, ""mode"":'TRANSLATION'}, TRANSFORM_OT_translate={""value"":(0, 0, 0), ""constraint_axis"":(False, False, False), ""constraint_orientation"":'GLOBAL', ""mirror"":False, ""proportional"":'DISABLED', ""proportional_edit_falloff"":'SMOOTH', ""proportional_size"":1, ""snap"":False, ""snap_target"":'CLOSEST', ""snap_point"":(0, 0, 0), ""snap_align"":False, ""snap_normal"":(0, 0, 0), ""texture_space"":False, ""release_confirm"":False})

""Duplicate Linked"" by Alt+D also causes the same problem.
";"None";"New";"";"";""
34678;1;"Open";3;49424;"interlichtspielhaus inS";28918;"Howard Trickey";"2013-03-18 19:41";"1970-01-01 01:00";"2013-03-18 20:24";"bevel modifier behavior";"--- Operating System, Graphics card ---
ubuntustudio 12.04
gtx580

--- Blender version with error, and version that worked ---
blender with error: fresh compiled blender 2.66.2 r55376
blender that works: 2.66a (binaries downloaded from blender.org r55057)

--- Short description of error ---
applying the bevel modifier on a mesh f*cks up the shape :-)


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
run the following script in both blender versions i mentioned above
and apply the bevel modifier on the created object
########
import bpy

letter = 'I'

verts_I = ((-0.9999996423721313,1.0000003576278687,0.0),(1.4901161193847656e-07,1.0000001192092896,0.0),(-0.4999997615814209,1.000000238418579,0.0),(-0.4999999403953552,2.0116567611694336e-07,0.0),(-0.4999998211860657,0.5000002384185791,0.0),(-0.5,-0.4999998211860657,0.0),(0.25000011920928955,1.0,0.0),(-0.24999980628490448,1.000000238418579,0.0),(-0.7499997019767761,1.000000238418579,0.0),(-0.9999997019767761,0.7500003576278687,0.0),(-0.24999995529651642,1.6763806343078613e-07,0.0),(1.1920928955078125e-07,0.7500001192092896,0.0),(-0.4999997913837433,0.7500002384185791,0.0),(-0.24999986588954926,0.5000001788139343,0.0),(-0.49999988079071045,0.2500002086162567,0.0),(-0.4999999701976776,-0.24999980628490448,0.0),(-0.25,-0.49999985098838806,0.0),(-0.5000000596046448,-0.7499998807907104,0.0),(-0.7499997615814209,0.7500002980232239,0.0),(-0.24999983608722687,0.7500001788139343,0.0),(-0.24999991059303284,0.2500001788139343,0.0),(0.2500000596046448,0.7500000596046448,0.0),(-0.2499999850988388,-0.24999985098838806,0.0),(-0.2500000596046448,-0.7499998807907104,0.0),(-0.5000009536743164,1.2499973773956299,0.0),(-0.2500035762786865,1.2499969005584717,0.0),(-0.4999997615814209,1.000000238418579,-0.25),(-0.5000009536743164,1.2499973773956299,-0.25),(-0.24999980628490448,1.000000238418579,-0.25),(-0.2500035762786865,1.2499969005584717,-0.25),(-0.25,-0.49999985098838806,-0.25),(-0.2500000596046448,-0.7499998807907104,-0.25),(-0.5000000596046448,-0.7499998807907104,-0.25),(-0.2499999850988388,-0.24999985098838806,-0.25),(-0.24999995529651642,1.6763806343078613e-07,-0.25),(0.25000011920928955,1.0,-0.25),(0.2500000596046448,0.7500000596046448,-0.25),(1.1920928955078125e-07,0.7500001192092896,-0.25),(-0.24999991059303284,0.2500001788139343,-0.25),(-0.24999986588954926,0.5000001788139343,-0.25),(-0.24999983608722687,0.7500001788139343,-0.25),(-0.4999997913837433,0.7500002384185791,-0.25),(-0.7499997615814209,0.7500002980232239,-0.25),(-0.9999997019767761,0.7500003576278687,-0.25),(-0.5,-0.4999998211860657,-0.25),(-0.4999999701976776,-0.24999980628490448,-0.25),(-0.4999999403953552,2.0116567611694336e-07,-0.25),(-0.49999988079071045,0.2500002086162567,-0.25),(-0.4999998211860657,0.5000002384185791,-0.25),(-0.9999996423721313,1.0000003576278687,-0.25),(-0.7499997019767761,1.000000238418579,-0.25),(1.4901161193847656e-07,1.0000001192092896,-0.25),)
faces_I = ((8,0,9,18,),(2,8,18,12,),(1,7,19,11,),(19,12,4,13,),(13,4,14,20,),(20,14,3,10,),(6,1,11,21,),(10,3,15,22,),(22,15,5,16,),(16,5,17,23,),(2,7,25,24,),(2,24,27,26,),(25,7,28,29,),(24,25,29,27,),(16,23,31,30,),(23,17,32,31,),(22,16,30,33,),(10,22,33,34,),(6,21,36,35,),(21,11,37,36,),(20,10,34,38,),(13,20,38,39,),(19,13,39,40,),(11,19,40,37,),(19,7,28,40,),(12,19,40,41,),(12,18,42,41,),(18,9,43,42,),(17,5,44,32,),(5,15,45,44,),(15,3,46,45,),(3,14,47,46,),(14,4,48,47,),(2,12,41,26,),(4,12,41,48,),(9,0,49,43,),(0,8,50,49,),(8,2,26,50,),(7,2,26,28,),(7,1,51,28,),(1,6,35,51,),(26,27,29,28,),(30,31,32,44,),(33,30,44,45,),(34,33,45,46,),(35,36,37,51,),(38,34,46,47,),(39,38,47,48,),(40,39,48,41,),(51,37,40,28,),(26,41,42,50,),(50,42,43,49,),)

scene = bpy.context.scene
bpy.ops.object.select_all(action='DESELECT')

mesh_data = bpy.data.meshes.new(letter + ""_data"")
mesh_data.from_pydata(verts_I, [], faces_I)
mesh_data.update()
    
letterObject = bpy.data.objects.new( letter+""_Object"", mesh_data)

scene.objects.link(letterObject)
letterObject.select = True
letterObject.location = (0,0,0)
##############
";"Modifiers";"Investigate";"";"";""
34750;1;"Open";3;37330;"Björn Sonnenschein";4246;"Peter Schlaile";"2013-03-23 21:53";"1970-01-01 01:00";"2013-03-31 09:50";"Enhancement: Improve playback performance of intra x264";"Linux Mint 64, recent build from the bildbot.

When there are two x264 Clips in the timeline which overlap each other and you start playback, the first clip is played smoothly, but as soon as the second clip starts, the playback stutters. I guess this is a searching Issue that can't be solved in blender. 

However, if the clips are coded as intraframe (gop 1), because all frames are I frames, playback should always be smooth (my pc is not bad).

Maybe it would make sense to play only the I frames of All-I clips wothout trying to resolve any non-existing gop structure?";"FFMPEG";"New";"";"";""
34780;1;"Open";3;22813;"Olson Burry";3487;"Campbell Barton";"2013-03-27 07:10";"1970-01-01 01:00";"2013-03-27 10:10";"Project elements snapping not working when constrained to axis";"--- Operating System, Graphics card ---
linux 64bit  gtx275

--- Blender version with error, and version that worked ---

fails in SVN r55614, works with 2.66a

--- Short description of error ---

With ""Project individual elements on to the surface of other objects"" selected in face snapping mode if we G, Y and attempt snap along Y axis (in provided file) it does nothing. Snap works as expected without constrain to axis.

Previously, constraining to an axis still projected the elements based on view, but what it meant was you could snap from say a front view, and ensure by pressing Y to constrain, the vertices did not move in other directions based on movements of the mouse in other directions after pressing G.

Hopefully can see how this behaviour was useful.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

In provided file snap has been set up.  Go front view,  press G and confirm with mouse over face of cube note snapping worked, undo and G, Y to snap along Y axis, this does not work. Observe behaviour in 2.66a, where you could still constrain to axis from this front view and it would snap perfectly without moving the vertices in other directions, and how this can't be done totally accurately in SVN

Cheers



";"None";"Confirmed";"";"";""
34822;1;"Open";3;48335;"Ronny Grams";103;"Ton Roosendaal";"2013-04-01 11:14";"1970-01-01 01:00";"2013-05-02 17:08";"Blender does not respect custom modifier keys.";"--- Operating System, Graphics card ---

Windows 8, Intel HD 4000 Integrated Graphics


--- Blender version with error, and version that worked ---

Tested with: 2.66a, 2.63a, 2.57b 
Works in: none


--- Short description of error ---

Example: I want to use Spacebar + LMB to rotate the 3D view

For this to work, the user needs to disable every other function that already uses the spacebar >> DONE >> But it still does not work.

The user also has to disable every function that is assigned to the LMB for it to work. >> This is not necessary when using a traditional modifier like Ctrl, Alt, Shift. (Unless it's already assigned of course.)

I attached my custom key configuration. 

When you try it, you will be able to rotate the 3D view with Spacebar + LMB, but as soon as you enter Vertex Paint or Texture Paint Mode it will not work anymore unless the paint function itself is removed from the LMB. It works with a traditional modifier key.

Sculpt Mode has a way to work around this by ignoring background click. 
Still not a good way of solving the issue though...


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Default Cube Scene / Object Mode:

Step 1: Disable the Search Menu or assign to another key than Spacebar
Step 2: Assign Spacebar + LMB to rotate the 3D view

Try it out: It will not work, because of the 3D Cursor, which is assigned to LMB by default

2 Options to fix this:

Option 1: Disable 3D Cursor from LMB
Option 2: Use Ctrl, Alt, Shift instead of Spacebar



";"Interface";"Reopened";"";"";""
34823;1;"Open";3;48946;"Oscar Sebio";16155;"Gaia Clary";"2013-04-01 14:26";"1970-01-01 01:00";"2013-04-03 09:02";"COLLADA nodes exporting world matrices";"--- Operating System, Graphics card ---
Mac OS X 10.8.3

--- Blender version with error, and version that worked ---
Blender 2.66.1 r55057

--- Short description of error ---
COLLADA nodes are exporting world matrices instead of local matrices for a node hierarchy.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Create a new blender scene without removing the cube.
Add an empty object at the origin.
Make the empty object parent of the cube.
Move the empty object 5 units in Z.
Move the cube -3 units in Z.
Rotate the empty object 45 degrees in Y.
Export the COLLADA file. The matrix for the cube node is the world matrix and not the local matrix.
In a clean scene import the COLLADA file. The position of the cube is not correct because it's accumulating the hierarchy transforms (the correct behavior).

Attaching files for this test.

";"Import/Export";"New";"";"";""
34837;1;"Open";3;16891;"Mike Sloman";11504;"Antony Riakiotakis";"2013-04-02 09:04";"1970-01-01 01:00";"2013-04-03 14:45";"Texture Painting using Face Selection Mask fails to show texture if more than 1 texture is used";"--- Operating System, Graphics card ---
OSX 10.7 

--- Blender version with error, and version that worked ---

2.66.5  r55715    New feature from Psy-Fi so no earlier working version?


--- Short description of error ---

When using texture paint mode with Face Select Masking enabled and multiple textures assigned to the mesh only the last assigned texture shows in the texture editing window.  IF you turn off the FSM button both(or more) textures show as expected.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

See attached file TexturePaintModeIssue.blend
This is a simple plane subdived 10 times.  3 materials randonly assigned to faces onit. M1 assigned to a texture and M2+M3 assigned to another texture.

1. Open file to see texture paint mode enabled with FSM on. Currently material 1 faces selcted and masked for painting but only black shows yet texture is present and painted as seen in the image editor on the right.

2. Paint on the black faces and note no update of painting in texture window but the image editor texture shows the added red stencil correctly.

3. Turn of FSM mode button and note that you can now see both texture inthe texture paint window correctly.

";"None";"New";"";"";""
34851;1;"Open";3;38724;"Kevin T";3487;"Campbell Barton";"2013-04-02 20:43";"1970-01-01 01:00";"2013-05-03 04:27";"""UnitSettings.scale_length"" not beeing calculated the same way for all objects *AFTER 2.67*";"--- Operating System, Graphics card ---
Vista win32

--- Blender version with error ---
blender-2.66a-windows32
blender-2.66-r55659-win32

--- Short description of error ---

When creating new objects of the type: Plane, Cube, Monkey or Torus there is a size problem when using the Scene>Units>(metric)Scale.

More precise, the objects mentioned above all have their ""spawn size"" (default size when creating a new object) changed to ""DefaultSpawnSize*ScaleFactor"".


All the other meshes are being created with the expected initial dimensions of around 2ish (calculated before the Scale factor used for ""button display"")
This is the desired way to handle it seen from a user perspective.

Take a look at the attached image and .blend to better see what im talking about.

--- Steps for others to reproduce the error (sort of) ---

This means that if I:
1. start of by working with a cube in the scale of around 1.5 blender unit/meter.
2.(for convenience) decides to make blender display the ""correct/real measurements of 1cm 5mm.(Scene>Units>(metric)Scale.:0.01) 
3.If I now were to create a new object(same type as mentioned above), the scale of that new object is WAY to big for working with. 

";"Interface";"New";"";"";""
34883;1;"Open";3;4655;"Leonard Siebeneicher";4827;"Nicholas Bishop";"2013-04-05 18:38";"1970-01-01 01:00";"2013-04-05 18:44";"(Non-Dynamic and Dynamic Sculpting) Flatten and Polish squeeze mesh, if brush is bigger then object thickness";"--- Operating System, Graphics card ---
Ubuntu Linux (12.04 LTS)
Graphics Card: ATI RV630 [Radeon HD 3600 Series]

--- Blender version with error, and version that worked ---
This bug might affects many blender versions. 
My last version is ... 2.66 (sub 3), revision b'55456'

--- Short description of error ---
Flatten and Polish squeeze mesh, if brush is bigger then object thickness on the painted area. 

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Load ""Bug_FlattenPolish_Setup.blend"" into blender. You will see a mesh, made of two parallel surfaces. The normals of both surfaces point in opposite directions. ( Think of them as a front surface and a back surface of a volume. )

After loading the setup, you will be already in sculpt mode.

You will see a screen, split into two 3D-Views. The one below is the are you draw with the brush (flatten/polish). The one above it shows the space between both surfaces. There you will see how the bug squeezes both surfaces.
Try also 'front faces only'. 
";"Sculpting";"New";"";"";""
34909;1;"Open";3;44460;"Jason Clarke";11504;"Antony Riakiotakis";"2013-04-07 08:45";"1970-01-01 01:00";"2013-04-08 22:27";"Texture paint mode does not correctly update when using textures larger than 2048x2048";"--- Operating System, Graphics card ---
OS X 10.8.3

--- Blender version with error, and version that worked ---
r55800

--- Short description of error ---
If you try and work on a texture larger than 2048x2048 in texture paint mode, the viewport does not update correctly. It will still update in real time, but the texture you see will be a bizarre glitched view that is nothing like the actual texture being created (as you can see in the UV editor).


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1. Get some model with UVs and go into texture paint mode (the default cube + smart uv project will do fine)
2. Create a texture that is 2048x2048, or smaller. Texture paint will work as intended
3. Make a new texture, say 4096x4096. (anything over 2048 will work, i'm just using 4096 for the sake of discussion)
4. Try and do your paint stroke again on this new texture. It will still work, but it won't look like it from the 3D view.


";"Opengl / Gfx";"Investigate";"";"";""
34914;1;"Open";3;30105;"Sebastian Nell";3487;"Campbell Barton";"2013-04-07 23:39";"1970-01-01 01:00";"2013-04-08 13:49";"bmesh.ops.delele() - API docs lack description of possible values for ""context"" parameter";"They are:

DEL_VERTS = 1,
DEL_EDGES,
DEL_ONLYFACES,
DEL_EDGESFACES,
DEL_FACES,
DEL_ALL


But ideally, the operator would accept a set {'VERT', 'EDGE', 'FACE'}";"Python";"Confirmed";"";"";""
34962;1;"Open";3;46836;"Emmanuel LORANT";103;"Ton Roosendaal";"2013-04-12 14:44";"1970-01-01 01:00";"2013-05-13 08:01";"Problem make Blender open in the wanted monitor.";"--- Operating System, Graphics card ---
Windows Ultimate 7 x64, GTX 580 3Gb x2

--- Blender version with error, and version that worked ---
2.66a x64, worked in 2.65 x64

--- Short description of error ---
Until today, Blender always opens in my 2nd monitor but just after worked with 2 instances of Blender, Blender now always opens on my third monitor.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

To make it clear : I have 3 monitors, 2, each one on one of the 2 GTX 580 (as 1st and 2nd monitor) and 1 on an USB graphic adapter (as third monitor).

So, by copying the startup.blend from 2.65 folder in the 2.66 folder, Blender opens in my 2nd monitor as expected BUT if I save the startup file using CTRL + U in Blender 2.66a and want to open Blender again, it opens in my third monitor. So, the only way to keep Blender opening in my 2nd monitor and change the startup file is to using Blender 2.65.
If instead of using CTRL + U to save the startup file, I use CTRL + S, Blender opens in my first monitor ?!

It drives me crazy as it works perfectly until now. The only thing that I can do is to save the startup file but unfortunatly, I don't remember if I did it this morning or few days ago  (I did many things between the work on Blender and searching the reason why it suddenly stopped to work that I forgot if I did a save for startup file) .

Anyway, I let you the startup file from Blender 2.65 and the same saved in 2.66a.
";"Interface";"Investigate";"";"";""
34993;1;"Open";3;21158;"sarazin jean francois";4290;"Joshua Leung";"2013-04-15 17:41";"1970-01-01 01:00";"2013-04-15 17:43";"""jump to next keyframe"" shortcut not related to the timeline viewable keyframes";"--- Operating System, Graphics card ---
windows 7 

--- Blender version with error, and version that worked ---
last official 2.66a from blender.org

--- Short description of error ---
when you hit the ""up arrow"" for the ""jump to next keyframe"" function, and the timeline option ""view only selected channel"" is active, you go to next keyframe from any bone in the entire rig, even if this bone is not selected. It is very unpredictable, since the timeline view option affect this shortcut rightly for regular objects. We should navigate only visible keyframes on the timeline, right?


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
open the file,
hit ""up arrow"", the time jump to 40, where the selected bone has no key, and there's no keyframe on the timeline too.
if you select the other bone you'll see it has a key at 40
now you can go to object mode
select the cube
hit up arrow, the time jump to the next timeline keyframe, no problem, it is not influenced by other scene objects like the sphere.

This function is very important for any animator. You go back and forth trougth your keys during all day :)
";"Animation system";"Investigate";"";"";""
35002;1;"Open";3;34625;"Sanc Tuary";28918;"Howard Trickey";"2013-04-16 17:39";"1970-01-01 01:00";"2013-04-17 13:28";"SHIFT+K fails to cut while K will always cut";"--- Operating System, Graphics card ---
winxp 32bits but reproduced on ubuntu 32bits by someone else


--- Blender version with error, and version that worked ---
Blender 2.66a stable , Blender 2.66.5 r55979


--- Short description of error ---
SHIFT+K fail badly to cut selected faces, not registering most of the cut strokes


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

- Blender default factory

- Select default Cube

- Go to Edit Mode and press Numpad5 to go to Ortho view

- Make sure the whole cube is selected

- Press SHIFT+K and try to give several dozen of cut stroke on the default cube (not only at the edges, cut multiple time inside the faces)

- Lots of those cut strokes will not be made, failing to register on the cube.
see "" 1failmultiple.jpg ""
that result once cuts are applied into "" 2faillot.jpg "" 

- Once the problem has been noticed, press SHIFT+K again , but before redoing the dozen of cuts, press Z
suddenly the SHIFT+K will cut correctly at each strokes.
as Seen with "" 3seemswork.jpg ""

But once the cut is applied, it still fail as show in "" 4stillbad.jpg ""

Only happens with SHIFT+K, the normal knife (only press K ) works great everytime.
";"Mesh Modeling";"Investigate";"";"";""
35024;1;"Open";3;20528;"Moolah Nasreddin";28918;"Howard Trickey";"2013-04-19 15:07";"1970-01-01 01:00";"2013-04-19 16:01";"Bevel Modifier's regression";"--- Operating System, Graphics card ---

WinXP SP3, 32bit, NV 450GTS

--- Blender version with error, and version that worked ---

r56124, worked in r54698

--- Short description of error ---

New Bevel Modifier gives very odd results in some cases that were solved easily by the old modifier with the same settings (1 segment)

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

open .blend in the latest revision and compare with r54698 or lower; you'll see a nasty distortion in latest revisions
Bevel_Modifier_Old_Exmpl.png shows how it was with r54698.

I still use that revision to model hi-poly objects when I need to set creases quickly using Bevel modifier. Also I use it for baking operations. But the old revision has some bugs (including the UV bug that I've reported few days ago) that makes things difficult. Also some memory problem presents in that revision: the memory can be filled and Blender will crash (or a baked texture ""isn't in memory"" shows when trying to save) when baking several times. I don't know is it solved or not but latest builds seems to be more stable than r54698.

Another regression is that the ""width"" parameter sets a very stiff limitation (I know it's for ""safe bevels"") that doesn't allow to do some nice things without modelling. I can bring a real example about this if necessary.
Average, Sharpest and Largest sub-options for the Weight option makes sense too.

Please, bring back that old Bevel code as a part of the new modifier (for segment = 1). It was a HUGE time saver.
Thank you for your hard work!";"Mesh Modeling";"Investigate";"";"";""
35028;1;"Open";3;6640;"Anna Celarek";4246;"Peter Schlaile";"2013-04-19 19:34";"1970-01-01 01:00";"2013-04-20 13:36";"Image is cropped although crop option is off, Transform uses downscaled input. ";"--- Operating System, Graphics card ---
Win7 64bit, Nvidia GTX 560Ti 

--- Blender version with error, and version that worked ---
error in svn 56100 and official 2.66a

--- Short description of error ---
In the sequencer, when Image Offset is on in an image input, the image is cropped even if Image Crop is off.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
I attached sequencer.blend and zoomtest.jpg for testing. 

The left strip is just standard pasted image, no options changed. The .jpg (1440x1080) is bigger than the render output (360x270). 

The middle strip is the same image, with Image Offset on and Image Crop off. There is a Transform stirp above with Uniform Scale = 0.5. The image is cropped to the render frame, so that after the Transform strip (which scales it down), instead of the original scaled image (which was the goal), a cropped version is transformed with a black border around. 

The right strip is the standard image, Image Offset off, Crop off. The Transform strip above has Uniform Scale = 2. It uses the downscaled image as input, not the original image, so that there is quality loss. 

So all in all, there is no way to scale and move the original image in the original quality, because there is no way to make Transform use an untransformed image as input. In the case of the right strip, where the input is scaled by default, this might be logical (although very inconvenient), but in the case of the middle strip, with Crop option off, it is definitely a bug. 
";"Sequencer";"Investigate";"";"";""
35045;1;"Open";3;30528;"Leon Cheung";28918;"Howard Trickey";"2013-04-21 08:14";"1970-01-01 01:00";"2013-05-11 13:22";"Kinfe Cut Failed to Loop";"Win7 64bit | r56124

Please see the attached pic, hope it could help to replace all my word. Thanks.


";"Mesh Modeling";"Investigate";"";"";""
35057;1;"Open";3;20285;"dan grauer";11504;"Antony Riakiotakis";"2013-04-23 11:31";"1970-01-01 01:00";"2013-04-23 16:15";"texture paint viewport performance drop";"--- Operating System, Graphics card ---
OS: windows 7 64bit
GPU: nvidia quadro 2000

--- Blender version with error, and version that worked ---
error: official 2.66a, r56234

--- Short description of error ---
while painting the viewport performance drops to about 5-10 fps which makes drawing nearly impossible


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

1. open the blend file
2. make sure you have either a external software to monitor viewport fps like fraps or run animation with playback fps enabled
3. enter texture paint mode
4. start painting and notice how the fps drops (especially with smaller brushes)

see the comparison in the attached picture, the fps drops from 80fps to about 5fps.
this issue was also reproduced with the test scene on a linux system.

";"Tools";"New";"";"";""
35067;1;"Open";3;50862;"Alexandr Volkov";4827;"Nicholas Bishop";"2013-04-24 16:50";"1970-01-01 01:00";"2013-04-26 09:48";"The problem with the symmetry in the mode of sculpting";"--- Operating System, Graphics card ---
Windows 7 x64 (SP1), GeForce GTX 660


--- Blender version with error, and version that worked ---
2.66.1 
r55078

--- Short description of error ---
If you use a mode of symmetry along the X axis and try to apply the brush mode Smooth, in the center of a symmetrical object, its central vertex shift relative to its center.


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1. We need to create any symmetrical object in which the central peaks will be located exactly on the axis X. 
2. Switch to sculpting and activate the symmetry axis X 
3. Spend some time in the brush mode Smooth (shift LMB) in the center of the object. 
4. Press Z and look closely at the central peak in zoom mode. 
5. It can be seen that some of the peaks previously located on the X axis shifted
";"Sculpting";"New";"";"";""
35087;1;"Open";3;47763;"Vasyl Pidgirskiy";28918;"Howard Trickey";"2013-04-26 08:03";"1970-01-01 01:00";"2013-04-26 14:45";"Bevel result";"--- Operating System, Graphics card ---


--- Blender version with error, and version that worked ---
2.66.6 r56284

--- Short description of error ---
bevel weird result

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

";"Mesh Modeling";"New";"";"";""
35099;1;"Open";3;5497;"Alexander Zubov";3487;"Campbell Barton";"2013-04-26 21:58";"1970-01-01 01:00";"2013-04-27 20:21";"Quake 3 map exporter flips orientation of the planes, etc.";"--- Operating System, Graphics card ---

Windows 7 Pro 64bit / Ubuntu 12.04 LTS 64bit
GeForce 670 GTX

--- Blender version with error, and version that worked ---

Blender 2.66a official release

--- Short description of error ---

Quake 3 map exporter doesn't export mesh faces in correct order, which leads to flipped surface planes in .map file.

The output .map file misses a few important blocks of information, such as ""brushDef"" and default texture mapping coordinates. 

Images illustrating the issue are attached, along with two .map files, one of which is an output from Blender, another one is output from Quake 3 level editor.

After the shader's name, a set of numbers follow. Currently there are way too many numbers. The exporter needs to write 0 0 0 by default, or 134217728 0 0 if specified via custom properties (please see proposal below).

Default scale value should be 1.0 , not 100.0 (to export in 1:1 scale)

As part of the fixes, I propose a few small improvements for the exporter:

1. instead of writing NULL for shader name, maybe it would be easy to add material name? (user would name materials such as common/caulk for example, apply either multi-material to a mesh or single material,  and exporter would write it as-is into the output, namely if mesh has one material then all planes get the same material; if mesh has multi-material, each plane will get corresponding material)

2. The last 3 numbers, 0 0 0 on each line of the brush def in .map file indicate flags for .map compiler to use. Using Blender's custom properties, we could define specific meshes as ""detailed"" and .map exporter would write: 134217728 0 0 , where 134217728 signifies that this brush is detailed and not structural (structural brushes have 0 0 0 ).

3. If the coordinates for surfaces planes are, for example 64.00000000, it would be nice to simply chop off decimal point and zeros and write number 64. Coordinates are located in the first 3 () blocks for each surface plane in the brush definition.

Implementing the proposed improvements will allow for greater flexibility in level design, will eliminate extra exporter GUI options and produce cleaner output.

.blend file prepared with prerequisites (custom property and material name) for proposed improvements #1 and #2 is attached.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Files are attached";"Import/Export";"Reopened";"";"";""
35100;1;"Open";3;4655;"Leonard Siebeneicher";4827;"Nicholas Bishop";"2013-04-26 22:04";"1970-01-01 01:00";"2013-04-27 04:58";"Dynamic Sculpting: Inflate Brush artifacts --- could freeze blender";"--- Operating System, Graphics card ---
Ubuntu 13.04 
Graphics Card: ATI RV630 [Radeon HD 3600 Series]



--- Blender version with error, and version that worked ---
It occours in 2.66.6  (version 2.66 (sub 6), revision b'56271'. b'Release')

There is no blender version (with dynamic topology) without this bug.



--- Short description of error ---
( Dynamic Topology activated. )

Artifacts generated during painting with the inflate brush. There is no way to clean up those artifacts within sculpting mode.
If you watch the artifact from the back-side, you will se a blob. 

Painting over those artifacts takes some cpu effort. If you are unlucky (using 'dots', this bug could freeze blender.
Using the inflate brush could also ruin hours of work. 



--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1 - Load InflateBrushBug.blend 
   - Pre-defined Setup in the blend file
      + It will put you into Sculpting mode automatically
      + The actual brush is set automatically to the Inflate brush
      + Stroke is set to airbrush. Strength is set to 1.
2 - Activate Dynamic Sculpting
3 - Draw over the surface with the inflate Brush
   
If you set stroke method to ""dots"" or ""airbrush"", the bug occours faster. It also occours on ""space"" with lower strength (around 3).
""collapse short edge"" does not prevent the bug! 

If you like, see this video.
http://www.youtube.com/watch?v=3W5NIrNqEp8&list=PLvTqAnaoAttpxyD2OYAOHWO3nsHDixxJ6



--- If you like to see the bug instantly. ---
I started with a more general plane to show, that this bug is not limited to valleys.
There is a second attachment. (InflateBug-immediate.blend)
Load this file. Do same steps as above. If you paint into the bottom edge of the valley, the bug occours immediately.
I started this Bug Report basing on a plane to show that it affects sculpting in general.";"Sculpting";"New";"";"";""
35103;1;"Open";3;6640;"Anna Celarek";100;"Nobody";"2013-04-27 01:39";"1970-01-01 01:00";"2013-04-29 02:24";"Particles tangent rotation control by vertex group missing";"--- Operating System, Graphics card ---
Win 7 x64
Nvidia GTX 550Ti 

--- Blender version with error, and version that worked ---
problem in 2.66a and perhaps in most versions since 2.5x
worked in 2.49b and earlier

--- Short description of error ---
""Forgotten"" feature (see the screenshot): 
Controlling of particle tangent rotation by a vertex group. 
Must have gone missing during the big changes from 2.4x to 2.5x. 
I know about the workaround by rotating UV chunks, but the workaround is incredibly inconvenient and doesn't work at all if I need a second UV set for the texture, because the particles don't know which UV to chose for their rotation. 
Vertex group control was more intuitive, simpler to use and more reliable than the UV thing. 

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
I'm attaching test files for both 2.49b and 2.66a. 
When you open the 2.49b file in 2.66a, initially the hair is rotated following the vertex group, so some code must still be there. But they lose that rotation as soon as you move the object or go into edit mode. 


";"None";"New";"";"";""
35109;1;"Open";3;35899;"Sergey Ukolov";28918;"Howard Trickey";"2013-04-27 12:24";"1970-01-01 01:00";"2013-04-27 13:38";"Bevel modifier don't respect edge crease.";"Linux x86_64, ATI HD6950.
Blender 2.67 RC1 with error.

Mesh edge crease loosed after bevel mofidier.";"Modifiers";"New";"";"";""
35123;1;"Open";3;25404;"George Anderson";3487;"Campbell Barton";"2013-04-28 05:07";"1970-01-01 01:00";"2013-04-28 11:16";"Print3D Toolbox -- Intersection bug";"OSX, 2.67RC1

--- Short description of error ---
mesh.print3d_check_intersect() does not work, even for simple cases. 

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

I attached a .blend file. There are 3 identical mesh objects in it, except that each one has been translated (in local coordinates, _not_ using object.location) by a different amount. 

Run mesh.print3d_check_intersect() (from the new print 3d addon in the sidebar) on each one. Each will label a different number of faces as ""self-intersecting"" even though _none_ of the faces are intersecting.

It appears to be related somehow to the concavity and to normals, which may be just a design limitation, but it is also affected by translating the mesh, which is quite illogical.

Note that the ""Mesh Analysis"" function in the Toolshelf (N) does not appear to have this issue.";"Mesh Modeling";"Investigate";"";"";""
35128;1;"Open";3;10243;"Julian Herzog";22626;"Alexander Kuznetsov";"2013-04-28 14:32";"1970-01-01 01:00";"2013-04-29 13:15";"Win7: render progress in taskbar not synchronous across multiple windows";"--- Operating System, Graphics card ---
Windows 6.1.7601 (Win 7 Pro) 64-bit
Quadro 1000M

--- Blender version with error ---
Tested in 55078 (2.66) and 56271 (2.67 RC1), both show the error.

--- Short description of error ---
1) The green render progress in the Windows taskbar is up to date only in the currently selected window (of multiple windows belonging to the same Blender instance).
2) If you had the second window selected during rendering and switched back, the render progress at which you switched back stays in second window. It doesn't refresh to 0 even if you switch to this window now. In other words: You can't get the green stuff to disappear from your taskbar without re-rendering from that window and not touching the other one.

(1) is not horrible but not nice, either. (2) is slightly more annoying (and probably easier to fix, not sure if (1) is fixable at all) because you constantly have some half-finished render progress display in the taskbar even if you don't render, which is most of the time.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Ctrl + Alt + W (duplicate Window)
F12 (Render)
> (1)
Change to second window and back while rendering, then wait for it to finish
> (2)

--- Attachements ---
Screenshot to demonstrate what progress I'm talking about attached, both windows belong to the same Blender session.";"OS related: Windows";"Investigate";"";"";""
35133;1;"Open";3;44842;"Lars Soderlind";4246;"Peter Schlaile";"2013-04-29 02:10";"1970-01-01 01:00";"2013-04-29 18:18";"Tracking markers and video clip goes out of sync.";"--- Operating System, Graphics card ---
Windows XP 32bit sp3 
Nvidia GeForce GT 240

--- Blender version with error, and version that worked ---
error with 2.63 and 2.67RC1

--- Short description of error ---
The blender test footage video clip fabric-eingang.avi found here: 

http://projects.blender.org/scm/viewvc.php/trunk/lib/tests/tracking/footage/?root=bf-blender

doesn't track properly for me. It can look OK during the tracking phase but when it is played back it goes out of sync after a while. Like it's a couple of frames behind the video. It can happen at a different frame number from time to time. What seems to be happening is that the marker suddenly goes back to exactly the previous frame's spot and then forward again, like it was loading the wrong frame suddenly during tracking. You can usually see a spike in the graph view where it happens. If I track one frame at a time or choose any other speed than fastest in the tracking settings, the error seems to happen closer to the beginning.

I have seen similar things happen on another video file before but it doesn't happen an all. Image-sequences always worked fine for me.  

The computer only has 2GB of memory and ""memory cache limit"" is set to 1024 in preferences.
If I choose less frames to track and press Alt+A before tracking so that it gets cached, it seems to track that bit properly. 


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Open Blender
Choose motion tracking layout
Open fabric-eingang.avi
Ctrl click to place a marker on a good spot. (White spot on column for example)
Press Ctrl+T to track marker
Press Alt+A to play and observe how the marker and image goes ""out of sync""

";"FFMPEG";"New";"";"";""
35167;1;"Open";3;47763;"Vasyl Pidgirskiy";3487;"Campbell Barton";"2013-05-01 09:44";"1970-01-01 01:00";"2013-05-02 07:07";"Knife project  result";"--- Operating System, Graphics card ---
wint XP x32

--- Blender version with error, and version that worked ---
blender-2.66-r56431-win32

--- Short description of error ---
The result is almost correct, Not all new vertices are connected by edges.
Also when I move them together a bit and Knife project, the result is random.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
create UV Sphere in the center and Line (two verts) in front. Make Knife project from Front ( or other standard orthographic) view - first line after sphere.";"Mesh Modeling";"Reopened";"";"";""
35170;1;"Open";3;51375;"God Luna";3487;"Campbell Barton";"2013-05-01 09:54";"1970-01-01 01:00";"2013-05-03 03:54";"Undo bug between shapa keys *AFTER 2.67*";"--- Operating System, Graphics card ---
Win 7, Nvidia.

--- Blender version with error, and version that worked ---
Bug found in the last vesrion (2.66a)

--- Short description of error ---
Any change done in the Basis mesh, and later compiled in another shape key, get duplicated when undo it in the basis shape again.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
In the basic scene: 
Create a shape key for the basic cube.
Move the cube 5 units to the right, in the basis shape.
Go to the new shape, the change was done here too. Normal behavior until there.
Back to the basis shape, undo the transformation. The cube move then 5 units to the left (back to the original position).
Now, in the new shape key, the cube has moved 5 units to the left over the original position, resulting in a inverse transformation to the left. The data of all shape keys will do the same.



";"Mesh Modeling";"New";"";"";""
35185;1;"Open";3;28573;"Paul Andruchiewicz";10463;"Mitchell Stokes";"2013-05-02 10:36";"1970-01-01 01:00";"2013-05-02 20:30";"wrong value interpretation of light textures";"--- Operating System, Graphics card ---
Windows 7 64 bit, Nvidia 550Ti


--- Blender version with error, and version that worked ---
Blender 2.66a

--- Short description of error ---
The lightning between GLSL Render and BI Render is different when using a texture on a spotlight. I've tried out different color space settings to match the lightning between both renders. It seems that the colors are completly different interpreted. 
And I've found out that the button ""influence color"" doesn't work for GLSL Viewport.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Look in the blendfile and see how different the blendmodi work and that the brightness between GLSL and BI is not the same.


";"Opengl / Gfx";"New";"";"";""
35230;1;"Open";3;48078;"Bastian Hougaard";19228;"Sergey Sharybin";"2013-05-05 20:44";"1970-01-01 01:00";"2013-05-06 14:31";"CPU freeze at playback after cutting/deleting/duplicating audio strip *AFTER 2.67*";"--- Operating System, Graphics card ---
Arch Linux 64-bit
Nvidia GTX 660M 2GB
Intel® Core™ i7-3630QM CPU @ 2.40GHz × 8
180GB SSD
8GB DDR3 RAM

Audio Codec:
48 Khz 5.1 AC-3 sound at 448kbps

Video Codec:
BDAV / AVCHD at 1920x1080i, 25 FPS, with ~15Mbps Variable Bitrate (proxied)

--- Blender version with error, and version that worked ---
Version with issues: 2.60 - 2.66.6
Version with better performance: 2.56-2.59

--- Short description of error ---
I experience a 5 second freeze of the blender user interface similar to attached picture whenever I cut (K), delete (X) or duplicate (Shift+D) an audio strip in my movie. The movie itself is proxied with Record Run No Gaps and with q90 at 25% and there are no issues with cutting it. Moving the left and right handles instead of cutting does not give such a freeze. The problem seem to be worse, the more strips there are present on the timeline.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Download this blend file: http://rvzt.net/Temp/Test.blend.tar.gz (couldn't attach it sry)
- Open test.blend.
- Perform playback (Alt+A).
- Right-click on a random audio strip.
- Shift+D to duplicate it.
- Shift+A to perform playback.

You should now get a freeze.

Related forum post: http://www.blenderartists.org/forum/showthread.php?290071-VSE-Interface-Freeze-after-every-*action*-gt-Alt-A";"Sequencer";"New";"";"";""
35232;1;"Open";3;51542;"Marcos Couto";19228;"Sergey Sharybin";"2013-05-06 03:30";"1970-01-01 01:00";"2013-05-08 13:28";"Marker right-click misbehavior on adding";"--- Operating System, Graphics card ---
I tested on two OS's 

OS1 : Ubuntu Linux 12.10 32bit
Card1: Intel Core Processor Integrated Graphics Controller (rev 02) - information from lspci

OS2: OSX 10.8.3 (12D78)
Card2: NVIDIA GeForce GT 650M 1024 MB

--- Blender version with error, and version that worked ---
OS1 (Linux): tested with two versions: compiled from svn and installed from apt-get.
The installed from apt-get is Svn 56305
The compiled one was from a git mirror, it says ""runknown"" revision in the splash screen, on git it says svn rev56424 (2013-04-30)
Couldn't compile a newer revision because their build currently fails for me.

OS2 (OSX): reproduced the bug with downloaded official snapshot of Svn 56501


--- Short description of error ---
when you click  on ""add marker and move"" and then click the right mouse button, the marker appears behind the last click, but initially there is no last click, so it oddly appears behind the ""add marker and move"" button. You have to take out zoom the see it.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1. Open Blender
2. Choose type to ""Movie and Clip editor"" clicking on the ""cube"" button situated on the lower left side.
3. Open a video clicking on the ""Open"" button, situated on the lower left side too.
4. Click on ""Add Marker and Move"" and move your mouse without clicking in the left mouse button.
5. Click the right mouse button on your video.
6. The marker will appear behind the ""Add Marker and Move"" button and you have to take out zoom to see it. Just scroll you mouse.";"Motion tracking";"New";"";"";""
35245;1;"Open";3;11504;"Antony Riakiotakis";8575;"Tamito Kajiyama";"2013-05-07 10:12";"1970-01-01 01:00";"2013-05-07 13:00";"Freestyle getting stuck on view map creation + memory leaks";"--- Operating System, Graphics card ---
Windows 7 - ubuntu 13.04 Geforce GT 540M

--- Blender version with error, and version that worked ---
r56521 is buggy

--- Short description of error ---
Blender stops at view map creation when rendering. This is no hang, it can be exited with escape but processing does not proceed. If the renderability of the visible plane is toggled off, a hard crash occurs (tested on Windows only)

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Press render on attached file.
";"None";"Confirmed";"";"";""
35247;1;"Open";3;51620;"Yu Asakusa";100;"Nobody";"2013-05-07 14:56";"1970-01-01 01:00";"2013-05-07 14:56";"Particle texture behaves incorrectly after changing the number of particles";"--- Operating System, Graphics card ---
Windows 7 64-bit Service Pack 1, Mobile Intel 4 Series Express Chipset

--- Blender version with error, and version that worked ---
Error: Blender 2.66a 64-bit, Blender 2.67 RC 64-bit, both official versions from www.blender.org
Working: none I know of

--- Short description of error ---
A particle texture which controls the emission time behaves incorrectly after changing the number of particles.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1. Open the attached .blend file.
2. (optional) Start animation in 3D View to see the expected behavior.  Particles are emitted from top to bottom during the first 30 frames, and they disappear in the following 30 frames.
3. Change the number of particles (of object Cube) from 2000 to, say, 2001.
4. Start animation in 3D View.  Now all the particles are emitted in frame 31.

It is 100% reproducible with the attached .blend file in Blender 2.66a 64-bit and Blender 2.67 RC 64-bit on my PC, which runs Windows 7 64-bit Service Pack 1.

Some notes:
* After step 4, if I change anything in the particle texture, it works as expected again.
* The rendering result is the same as 3D View.
* The coordinates of the particle texture in the .blend file are taken from another object (Plane).  This might have something to do with the bug, because if I change the texture coordinates to “Generated,” the behavior changes (in a way I cannot understand…).
* I do not know whether this is the same issue as [#28263] Particle Texture Influence Bug (3) or not.
";"None";"New";"";"";""
35251;1;"Open";3;44720;"Serj Maiorov";100;"Nobody";"2013-05-08 05:04";"1970-01-01 01:00";"2013-05-08 07:18";"Cycles crash blender every time I press render";"--- Operating System, Graphics card ---
i7, Windows 7 64 bit, GeForce GTS 450


--- Blender version with error, and version that worked ---
2.67 64 bit crash
2.67 32 bit work
2.66a 64 bit work

--- Short description of error ---
Every time I open Blender 2.67 - 64 bit, the moment I try to Render with Cycles it just closes Blender. Viewport render causes closing and regular render (F12 or the UI button) just crashes it. Both CPU and GPU.
Apparently the 32 bit version works.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
No idea how to replicate this since it crashes on start up file.";"Rendering: Cycles";"New";"";"";""
35258;1;"Open";3;34051;"Igor Donevski";3487;"Campbell Barton";"2013-05-08 10:55";"1970-01-01 01:00";"2013-05-11 14:19";"Border select with island filter in UV editor selects isolated vertices";"--- Operating System, Graphics card ---
Windows 7 64bit, GTX 560M

--- Blender version with error, and version that worked ---
2.67 final

--- Short description of error ---
If one tries to use border select to select UV islands in UV editor, only enclosed vertices are selected, not expanded to islands. Same for circle select. Could be by design but I fail to see the reasoning.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Switch to island select mode.
Switch to border/circle select in UV editor.
Select an isolated island.
RESULT: only enclosed vertices selected. Not expanded to whole island. ";"Mesh Modeling";"Investigate";"";"";""
35260;1;"Open";3;39282;"Joseph Thomson";16155;"Gaia Clary";"2013-05-08 16:56";"1970-01-01 01:00";"2013-05-09 00:00";"Armature tranformations incorrect after COLLADA export and import";"--- Operating System, Graphics card ---
Windows 7 Enterprise 64-bit (6.1, Build 7601)

--- Blender version with error, and version that worked ---
Blender 2.67
The problem actually seems worse in Blender 2.63a.  I'm not sure if it worked in any version.

--- Short description of error ---
After exporting and importing a COLLADA file using the attached .blend file, the mesh and bone transformations are incorrect.  This is possibly related to the other COLLADA bug report.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1) Open attached .blend file
2) Export as COLLADA using default settings
3) Create a new scene and delete the cube
4) Import the COLLADA file
5) Observe the differences

I have also attached an image showing the result of the above steps.

";"Import/Export";"Incomplete";"34823";"";""
35263;1;"Open";3;47373;"Olivier Vandecasteele";4290;"Joshua Leung";"2013-05-08 19:08";"1970-01-01 01:00";"2013-05-10 12:40";"Influence parameter in NLA Editor works only on the first track";"--- Blender version with error ---
Blender 2.66a

--- Short description of error ---
(See the attached Blend file.)
When I am trying to modify the parameter ""Influence"" of a strip, only on the first track seems have an effect.
If you invert the tracks, that's the other track's parameter that had an effect.
My opinion is that the parameter have only an effect on the top track, not the others.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1) Open the .blend file
For your information:
The track named ""main"" is a simple translation of the cube
The track named ""second"" is a vibration along the other axis
2) Play the animation
3) On the track named ""second"", you can see that the parameter Influence (set to 0.2) had an effect. If you set it to 1.0 you will see a big difference (which is expected).
4) Now, on the track named ""main"", modify the parameter ""Influence"". No change. The error is here.

Also:
5) If you swap the order of the tracks, you will see that this is the position that determines which track is working.
";"Animation system";"New";"";"";""
35264;1;"Open";3;25613;"Sebastian Röthlisberger";19660;"Lukas Toenne";"2013-05-08 19:27";"1970-01-01 01:00";"2013-05-10 10:13";"Force Fields in Group Instance have no effect.";"--- Operating System, Graphics card ---
osx 10.8.3, macbook pro 6.2, 8GB Ram, gt330M

--- Blender version with error, and version that worked ---
works in none...

--- Short description of error ---
Force Fields in Group Instance have no effect. The issue is - there is no way of editing multiple Force Fields or copy settings from one to another. Group Instance should be a nice solution. This issue renders the Force Fields useless in a bit more complex Setups. 

If it's not a Bug - Blender should at least warn the User that those will have no Effect! 

How are users supposed to know if stuff like this works or not??

IMO there must be a solution to edit multiple Force Fields (or copy settings).

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

";"Physics";"Confirmed";"";"";""
35304;1;"Open";3;51947;"Alain Meunier";100;"Nobody";"2013-05-11 08:55";"1970-01-01 01:00";"2013-05-11 08:55";"Blender keeps crashing when rendering.";"Hello !

--- Operating System, Graphics card ---
Debian 7
16Go ram
Integrated graphic card (cpu render farm)

--- Blender version with error, and version that worked ---
Blender 2.67 (sub 0), Revision: 56533

--- Short description of error ---
Crash when rendering
Please get the attached file for the backtrace.
I checked the ram : no problem.
I have 1 Tera of storage free. 

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Cannot give the blend since it is a commercial project.

This error always appears when rendering.
Things get worse with dynamic bvh.
Split spatials activated. Cache activated.
Cycles rendering.

Many thanks !

Regards";"None";"New";"";"";""
35311;1;"Open";3;25055;"Sv. Lockal";3487;"Campbell Barton";"2013-05-11 15:25";"1970-01-01 01:00";"2013-05-11 16:25";"Planar Decimate / Limited Dissolve fails to merge some adjacent faces";"Decimate modifier in Planar mode and Limited Dissolve ignore some polygons, even if angle is set to 179 degrees.

See an example file in attachments.

Tested with blender 2.67 r56608 linux-glibc211-x86_64.";"Mesh Modeling";"Confirmed";"";"";""
35313;1;"Open";3;31566;"Abel Groenewolt";12560;"Jeroen Bakker";"2013-05-11 17:19";"1970-01-01 01:00";"2013-05-11 18:59";"object and ID anti-aliased masks get messed up when using border render + crop ";"OS X 10.8.3, MacBook Pro 2008, using Nvidia 9400m.

Blender 2.67 creates strangely tiled ID and Object masks when using border render + crop, Blender 2.66a works fine

When trying to render out object masks with anti aliasing, I noticed some odd tiling problem when looking at the Composite output in the UV window. This problem is also present in the .png file that I saved through the UV editor. The preview in the Composite node in the node editor shows images that are deformed as well, but this image does not match the image as it shows in the UV editor.

To reproduce, start with the default cube and give it object index 1. Switch on the Object Index pass, create some border region in the camera view and switch on the Crop option in the Dimensions panel. Render, switch on Use Nodes in the Node editor, add an ID mask node and connect it to the Composite window. Check the result in the UV window (it should be fine), then switch on the Anti-Aliasing option in the ID mask node. Now the output in the UV window is messed up.

When the Crop option is not selected in the Dimensions panel, all works fine so I'm using that as a workaround.

";"Compositor";"Confirmed";"";"";""
35321;1;"Open";3;52039;"jakob Liang";100;"Nobody";"2013-05-12 05:55";"1970-01-01 01:00";"2013-05-13 14:11";"""Emulate NumPad"" function not working on laptop";"--- Operating System, Graphics card ---
Windows 7 (64-bit), NVIDIA GeForce GT 540M

--- Blender version with error, and version that worked ---
2.67 official build (r56533)

--- Short description of error ---
""Emulate NumPad"" function not working on Laptop/notebook.
Pressing 1, 3, 5, 7 keys does not change views in 3D view as it should

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
NIL

";"None";"New";"";"";""
35328;1;"Open";3;51620;"Yu Asakusa";100;"Nobody";"2013-05-12 17:43";"1970-01-01 01:00";"2013-05-12 17:43";"Disk caches of multiple particle systems on a single object sometimes overwrite each other";"--- Operating System, Graphics card ---
Windows 7 64-bit Service Pack 1, Mobile Intel 4 Series Express Chipset

--- Blender version with error, and version that worked ---
Error: Blender 2.67 64-bit (official)
Working: none I know of

--- Short description of error ---
If two particle systems are added to a single object and both use disk cache, they sometimes behave incorrectly, apparently because both particle systems use the same cache file name.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

1. Either open the attached .blend file or follow the following steps 1a–1h:
  1a. Load the factory settings.
  1b. Save .blend file to an empty directory.
  1c. Add a particle system to the default Cube, and change its name to Downward.
  1d. Change the settings of Downward as follows: in section Emission, change Start to 25; in section Cache, change Cache Step to 1 and check Disk Cache.
  1e. Make a duplicate of Cube (Shift+D), named Cube.001 by default.
  1f. Delete the original Cube.
  1g. Add another particle system to Cube.001, and change its name to Upward.
  1h. Change the settings of Upward as follows: in section Cache, change Cache Step to 1 and check Disk Cache; in Field Weights, change Gravity to -1.  Note that the emission time of Upward is from frame 1 to frame 200 (the default settings).
2. Start animation.  After frame 25, particle system Upward of Cube.001 stops working.
3. (optional) If you select Upward and start animation, you can see that the particles of Upward use the locations of the particles of Downward after frame 25.

Remarks:

A workaround is to give different cache file names to two particle systems.  Note that if we use this workaround with the attached example, the point cache files for the two particle systems have the same suffix _00.  If I am not mistaken, this means that both particle systems think that they are attached to the first Particle System modifier, which I believe should not happen.
";"Physics";"New";"";"";""
35334;1;"Open";3;20350;"Todd McIntosh";146;"Brecht Van Lommel ";"2013-05-13 05:29";"1970-01-01 01:00";"2013-05-13 12:37";"Cycles GPU Hair Rendering causes CUDA error on OSX";"--- Operating System, Graphics card ---

OSX 10.8.3, GTX 580

--- Blender version with error, and version that worked ---

blender-2.67-r56696-OSX-10.6-x86_64.zip (buildbot) - have not found a working version

--- Short description of error ---

When using a new build (56600+) with GPU Experimental enabled, any hair objects will not render or preview in Cycles rendering mode.  I get the error ""CUDA error: Launch failed in cuCtxSynchronize()"" 


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

1. Open 64bit build later than 56600 for OSX. 
2. Choose Cycles Render. 
3. Choose GPU Experimental Mode. 
4. Add a plane. 
5. Add hair particles system to plane. 
6. Add default material (or not, doesn't work with or without material).
7. Enable Viewport Shading Rendered mode.

===> error ""CUDA error: Launch failed in cuCtxSynchronize()"" 


OR do an F12 Render

===>
CUDA error: Launch failed in cuMemFree(cuda_device_ptr(mem.device_pointer))
CUDA error: Launch failed in cuMemFree(cuda_device_ptr(mem.device_pointer))
CUDA error: Launch failed in cuGraphicsUnregisterResource(pmem.cuPBOresource)
CUDA error: Launch failed in cuMemFree(cuda_device_ptr(mem.device_pointer))
CUDA error: Launch failed in cuCtxSynchronize()
CUDA error: Launch failed in cuCtxSynchronize()
CUDA error: Launch failed in cuMemFree(cuda_device_ptr(mem.device_pointer))
CUDA error: Launch failed in cuMemFree(cuda_device_ptr(mem.device_pointer))
CUDA error: Launch failed in cuGraphicsUnregisterResource(pmem.cuPBOresource)
CUDA error: Launch failed in cuMemFree(cuda_device_ptr(mem.device_pointer))
write exr tmp file, 960x540, /tmp/_Scene_RenderLayer.exr
CUDA error: Launch failed in cuCtxSynchronize()
CUDA error: Launch failed in cuMemAlloc(&device_pointer, size)
CUDA error: Launch failed in cuMemcpyDtoH((uchar*)mem.data_pointer + offset, (CUdeviceptr)((uchar*)mem.device_pointer + offset), size)
CUDA error: Launch failed in cuMemFree(cuda_device_ptr(mem.device_pointer))
read exr tmp file: /tmp/_Scene_RenderLayer.exr

";"Rendering: Cycles";"Confirmed";"";"";""
35341;1;"Open";3;4655;"Leonard Siebeneicher";100;"Nobody";"2013-05-13 14:13";"1970-01-01 01:00";"2013-05-13 14:13";"Weight Paint Mode --- Blender freezes if I select a bone";"--- Operating System, Graphics card ---
Ubuntu 13.04 ... on a Dell Vostro 220 computer
Graphics Card: ATI RV630 [Radeon HD 3600 Series]

--- Blender version with error, and version that worked ---
Freeze: 
Blender 2.66a , Blender 2.67.0 (56535) , Blender 2.67.x ( 56758/ Build from Today)

blender 2.49   ---  wont start on my machine (dependency problems)
blender 2.57a --- I cannot even enter Weight Paint mode with my mesh.

--- Short description of error ---
This happens on the modell in ""elessia-bugreport.blend"". Sorry, I failed to reproduce it with simpler setups.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Select mesh of the figure.
Enter Weight paint mode.
Right-Click on a bone (to select its VertexGroup)

-> Blender freezes.
";"Animation system";"Ready";"";"";""
35346;1;"Open";3;30105;"Sebastian Nell";100;"Nobody";"2013-05-13 21:33";"1970-01-01 01:00";"2013-05-13 21:33";"Python: still UI issue with popup and dropdown list";"--- Blender version with error, and version that worked ---
2.67 official


--- Short description of error ---
Popups still close if you pick certain items from a dropdown list, but not all (as it was before)

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
See attached script and try:

Select ""Material 1"" or ...2 with mouse - fine
Open Dropdown list and select ""Material 4"" with keyboard - fine
Select ""Material 4"" with mouse - CLOSES POPUP
Open Dropdownlist and hover ""Material 4"" with mouse, then move mouse to the left outside of the dialog area, use arrow keys to pick a different entry and hit return - CLOSES POPUP

Popup / dialog should stay opened for all times!";"Interface";"New";"";"";""
35353;1;"Open";3;23214;"Dolphin Dream";8575;"Tamito Kajiyama";"2013-05-14 18:43";"1970-01-01 01:00";"2013-05-14 18:50";"Freestyle + Compositor + Auto-render renders freestyle lines in the wrong place";"--- Operating System, Graphics card ---
Ubuntu 12.04, NVIDIA 310

--- Blender version with error, and version that worked ---
2.67

--- Short description of error ---
In the included blender file, two render layers (each with freestyle  lines), combined in compositor with auto render ON. when I move an object in the scene and the composition re-renders, the freestyle lines are rendered in the wrong place. If i render explicitly, the lines are rendered in the correct place. (see the attached images for correct and incorrect rendering)

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
In the included blend fie, in the compositor layout, move an object in one of the 3Dviews... and see the auto-rendered result



";"Freestyle";"Confirmed";"";"";""
35356;1;"Open";3;52262;"anegro anegro";19228;"Sergey Sharybin";"2013-05-14 20:07";"1970-01-01 01:00";"2013-05-15 21:03";"Blender 2.67 always crash while tracking";"Tested with windows XP SP3  - 32 bit, and also with Windows 7- 64 bit, Memory 3GB
Graphics card: Geforce 8500 GT 512 MB

Hi! Thanks for this great program. I am trying Motion Tracking  for the first time, but Blender 2.67 always crash while tracking. In Blender 2.66 only once I had success, and after that, this version also crashed always.
Sometimes at the very beginning, sometimes at the middle or at the end. I use a 720p PAL  video but I tried to reduce to 576p but no luck. I tried fist with many markers, and after only with a few, but the same thing happens. Memory cache limit initially 1024MB, set to 768MB. I attach an image with the settings and the markers placed.



";"Motion tracking";"Incomplete";"";"";""
35365;1;"Open";3;52311;"mik arieta";100;"Nobody";"2013-05-15 09:25";"1970-01-01 01:00";"2013-05-15 09:25";"Texture cloning not behaving correctly in perspective view";"
--- Operating System, Graphics card ---
Windows 7(64 bit), gtx 660


--- Blender version with error, and version that worked ---
Don't work on 2.66a and 2.67 official builds, don't know versions that worked.


--- Short description of error ---
Texture cloning from another uv map is working correctly only in orthographic view.  In perspective mode ,when painting, it gives different results by changing location of viewport. I don't know/ think if it's supposed to do so.


--- Steps for others to reproduce the error ---
From attached blend file
*See other notes first
-paint on the plane (in perpective view)
-change viewport location
-paint again on the plane
-the painting is ""traslated"" respect to before. In ortho view is working as i intend.


*Other notes:
seems there is another bug when opening the file:

i need to switch from uvmap001 to uvmap (in the clone from uvmap options) and paint some random strokes, then switch back to uvmap001, otherwise it will give some weird results, tested this in 2.67.




";"None";"New";"";"";""
35373;1;"Open";3;9196;"Jiri Caslava";11504;"Antony Riakiotakis";"2013-05-15 13:04";"1970-01-01 01:00";"2013-05-15 13:44";"Blender crash after calling ""Image Paint"" from search ops menu (space)";"--- Operating System, Graphics card ---
Tested on more systems all crashed.

--- Blender version with error, and version that worked ---
blender-2.67-r56809-win64 -  crashed 
Works in 2.66

--- Short description of error ---
Blender crash after calling ""Image Paint"" from search operator menu (space-key), when selecting by left mouse button.
Blender doesn't crash when ""image paint"" entry is selected by Enter key.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1. Create new image in UV/image editor
2. Switch to Paint mode
3. Hit space in Image editor, type ""Image paint"" and select by mouse.

";"None";"New";"";"";""
35374;1;"Open";3;44682;"Roman Yu";100;"Nobody";"2013-05-15 14:40";"1970-01-01 01:00";"2013-05-16 15:05";"Region overlap bugs";"--- Operating System, Graphics card ---
Win 7  64  GTX 560Ti

--- Blender version with error, and version that worked ---
2.67 all versions

--- Short description of error ---
Region overlap not work by press N or T buttons until I drag on this areas my cursor. Like a slows down 
work on 2.66 versions
--- Steps for others to reproduce the error (preferably based on attached .blend file) ---


";"Interface";"New";"";"";""
35377;1;"Open";3;51959;"Manfred Giebler";8575;"Tamito Kajiyama";"2013-05-15 16:23";"1970-01-01 01:00";"2013-05-15 20:34";"Stray line in Freestyle render";"--- Operating System, Graphics card ---

Debian GNU/Linux 7.0

renderer:	'GeForce GT 520M/PCIe/SSE2'
vendor:		'NVIDIA Corporation'
version:	'4.2.0 NVIDIA 304.88'

renderer:	'Mesa DRI Intel(R) Sandybridge Mobile '
vendor:		'Tungsten Graphics, Inc'
version:	'3.0 Mesa 8.0.5'

--- Blender version with error, and version that worked ---

version 2.67 (sub 1), revision b'56810'. b'Release'
build date: b'2013-05-15', b'06:07:07'
platform: b'Linux:64bit'

--- Short description of error ---

Stray line spotted in Freestyle render

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Blend file attached. When rendered, there is a straight line running across the monkey's chin which probably shouldn't be there.

The line disappears if ""Face Smoothness"" in the Freestyle panel is unchecked OR the monkey in the background is removed from the scene OR the position of the monkey in the foreground is changed.";"Freestyle";"Confirmed";"";"";""
35378;1;"Open";3;26535;"Gottfried Hofmann";100;"Nobody";"2013-05-15 16:23";"1970-01-01 01:00";"2013-05-15 16:23";"Shape Key Animation Data still linked when creating full copy of scene";"
--- Operating System, Graphics card ---

Ubuntu 13.04 Geforce GT730M

--- Blender version with error, and version that worked ---

Error in 2.66a 64bit official and also in 2.67 r56681 64bit (buildbot) 

--- Short description of error ---

When creating a full copy of a scene, the animation data in shape keys is still linked.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Give default Cube two shapekeys, change vertices in editmode (for example scale), animate the influence, create a full copy of the scene, change the influence animation in the second scene, go back to first scene, influence animation there has changed as well.

Attached is a file created with r56681 that shows the problem, just change the influence of the second keyframe and switch scenes.


";"Animation system";"New";"";"";""
35379;1;"Open";3;20285;"dan grauer";100;"Nobody";"2013-05-15 17:01";"1970-01-01 01:00";"2013-05-16 01:00";"runtime error R6034 on start";"--- Operating System, Graphics card ---
os: windows 7 64 bit

--- Blender version with error, and version that worked ---
error: official versions (2.67 32bit & 64bit)
worked: self build since beta

--- Short description of error ---
when i download the official blender releases (zipped) and start them i get a runtime error R6034. blender still runs after i klick the error away.
this is nothing new, ive seen it on several systems and i think ive already seen this as far back as 2.49
i attached a screenshot of the error message that pops up.


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1. download zip version of blender
2. unpack the zip
3. run the blender.exe
4. get the runtime error

";"None";"New";"";"";""
35380;1;"Open";3;4332;"Daniel Genrich";100;"Nobody";"2013-05-15 20:58";"1970-01-01 01:00";"2013-05-15 20:58";"Crash in Compositor (playing with alpha channels, small node tree)";"latest svn, Win64

Backtrace:
>	blender.exe!ViewerOperation::executeRegion(rcti * rect=0x000000000626f730, unsigned int tileNumber=0)  Line 93	C++
 	blender.exe!CPUDevice::execute(WorkPackage * work=0xffffffffffffffff)  Line 35	C++
 	blender.exe!WorkScheduler::thread_execute_cpu(void * data=0xffffffffffffffff)  Line 150	C++
 	pthreadVC2.dll!0000000000175ce5() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for pthreadVC2.dll]	
 	pthreadVC2.dll!0000000000179437() 	
 	pthreadVC2.dll!00000000001794eb() 	
 	kernel32.dll!0000000076ff652d() 	
 	ntdll.dll!000000007722c521() 	
";"Compositor";"New";"";"";""
35381;1;"Open";3;34051;"Igor Donevski";100;"Nobody";"2013-05-15 21:42";"1970-01-01 01:00";"2013-05-15 21:42";"Proportional edit gone to infinity/How to reset";"
--- Operating System, Graphics card ---
Mac OSX 10.8.3, ATI 6770

--- Blender version with error, and version that worked ---
2.67

--- Short description of error ---
In my attempts to have proportional edit distance similar to way sculpt brush size behaves, I set it to 'Adjust proportional distance' and the action to Mouse->Move with a modifier key. This works (well almost) but is to sensitive to the mouse move since it seems its designed for discrete steps. Anyways now its gone to infinity and beyond and no way to get it back :). I know its not technically a bug (the result), but it would be great to have a way to at least reset it to default values. 

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Setup keybind as described.
Start G/R/S op.
Press the modifier and move mouse/tablet pen
It goes to other galaxies

";"Mesh Modeling";"New";"";"";""
35382;1;"Open";3;20230;"Josh Wedlake";4290;"Joshua Leung";"2013-05-15 23:29";"1970-01-01 01:00";"2013-05-16 00:58";"NLA Animated Influence is ignored if strips below have zero total influence.";"Please see the attached blend file first.

Apologies in advance if I've misunderstood any of the C code, I'm just a regular python hack but I think I've found a few issues in the NLA evaluation system.

Looking at nlaevalchan_accumulate in anim_sys.c it seems the behaviour I'm noticing might be intentional in some cases, though I find it very counter-intuitive in many other cases.
For example, a comment in the code reads...
/* if channel is new, just store value regardless of blending factors, etc. */

If I'm using an additive strip and set the 'animated influence' to zero, the evaluation system only observes this when there are strips below it which have an influence greater than 0 (or are not muted).  I would expect 'animated influence to work like an opacity slider does, but the current behaviour means that if all strips below fade out (ie their influence fades to zero), as soon as they reach zero influence, the top strip suddenly becomes completely 'opaque' - ie its influence factor is ignored (nlaevalchan_accumulate returns value rather than value*inf as it recognises the channels as if they are new channels).

I'm not quite sure why this would be desirable?  It might make sense to do this if there were no strips below, or if strips below were muted, but when strips below exist but their influence fades to zero it causes some nasty surprises.  If you try to smoothly animate the influence of a lower strip towards the zero value the top strip suddenly 'pops' in on full influence.  It seems to me that if a strip exists but has zero influence it should always create the channels present in it, rather than pretend the channels do not exist, AND/OR the influence of the top strip should always have effect regardless of whether the channel is new.

To make the NLA system behave more intuitively I need to add a 'dummy' strip at the bottom with all channels keyed at the rest pose to make sure that zero influence always means zero influence!

I realise that my suggested change might cause an issue with the way certain blend modes are currently calculated when animated influence is used.

Another related issue is the way influence is treated for multiply mode strips.  Currently the influence factor affects ALL strips below, rather than just the current strip.  For example in multiply mode the code does...

result=value_this_strip*inf*value_all_strips_below

Which to me does not seem like a way of controlling the influence of a multiply strip, rather it is a scalar for the channel?  In fact the comment in the code states ""multiply the scaled value with the stack"" so I'm guessing this was Ali's intention to scale the value, but surely doing...

multiplied_value=(value_this_strip*value_all_strips_below)
result=(value*(1-influence)) + (multiplied_value * influence)

Would be much more intuitive in terms of influence, and much more similar to how we are used to adjusting layers in compositing/image packages?

For a multiply strip at the moment if influence==0, there is no effect on the evaluation of strips below (ie the same as multiplying by 1), but if influence = 0.01, then the value of all strips below is multiplied by the value of the current strip, then multiplied by 0.01!  Again, fading from 0 to a non-zero value yields a surprising result!  When influence==0 it is interpreted as influence, but when influence>0 it is interpreted as a scalar...?

Hopefully this is all clear and apologies if I've got the wrong end of the stick on how the NLA is supposed to work.  I'm using it for crowd simulation work at the moment and was debugging my own code for hours before I checked to see what was going on inside blender's code!

";"Animation system";"New";"";"";""
35383;1;"Open";3;48840;"daniel main";100;"Nobody";"2013-05-16 00:04";"1970-01-01 01:00";"2013-05-17 12:08";"Smoke Z-Depth bug (BI Volumetric render)";"--- Windows 7 & Mac OSX, Geforce GTX 580 ---


--- Blender 2.66, 2.67 both have bug on both Windows and OSX ---


--- After baking a smoke simulation and rendering the scene, you won't get any Z-Depth information when the camera is inside the smoke domain.  If you move the camera just outside of the box you'll get all of the Z-Depth information with the smoke showing up in front of and behind the objects in the scene. (I have the objects in the scene with a cycles material so I won't have to mask them out as they naturally mask themselves in the blender internal engine.  But, I did try to render them out with no materials and an mask on that layer and I get the exact same results as with cycles.) ---


--- add an a few objects to a scene.  Add a domain box around the objects and either run a smoke sim off of a particle system, or just add a plane and do a ""quick smoke"" simulation.  Bake the smoke and render with the camera both inside and outside of the domain box.  If inside of the box, you won't have any depth on the smoke, if you run it outside the domain box you'll get the desired smoke depth.   ---


";"Rendering";"New";"";"";""
35387;1;"Open";3;50309;"gang lin";28918;"Howard Trickey";"2013-05-16 10:24";"1970-01-01 01:00";"2013-05-16 16:25";"knife project problem";"--- Operating System, Graphics card ---
windows 7 64bit, GTX 650Ti

--- Blender version with error, and version that worked ---
blender 2.67 r56837 64bit and 2.67 64bit with error

--- Short description of error ---
I use knife project to cut a hole in a cylinder, but find some error. Some edges of the cylinder are not being cutting. I make a picture to show the error and what it should be.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1.open the file, and execute knife project.

";"Mesh Modeling";"Investigate";"";"";""
35394;1;"Open";3;16777;"lolwut icwut";100;"Nobody";"2013-05-16 18:31";"1970-01-01 01:00";"2013-05-16 18:31";"Boolean modifier breaks object snapping.";"There is another bug (#35023) that sounds somewhat similar
but I don't understand that bug so might be possible duplicate,
but I don't think so.

--- Operating System, Graphics card ---
Win 7 64 bit, GeForce GTX 570

--- Blender version with error, and version that worked ---
Blender 2.67.0 [r56533] official


--- Short description of error ---
After using the Booleand modifier, object snapping that isn't to grid stops working temporarily.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1. From default setup, duplicate cube and move aside.
2. Add Boolean modifier to Cube and set Cube.001 as target
3. Change Boolean operation to difference (the others work as well but choose difference for convenience) and apply
4. Change snapping to one of either Volume, Face, Edge or Vertex
5. Select Cube.001 and grab it
6. Try to snap to Cube, it won't work

Saving the blend in this snappless state and loading it fixes it, hence no attached blend.
Another thing that fixes the snapping is to add another object to the scene. ";"Modifiers";"New";"";"";""
35396;1;"Open";3;48312;"N Greene";100;"Nobody";"2013-05-16 23:48";"1970-01-01 01:00";"2013-05-17 02:40";"Tablet Pressure sensitivity response too slow/not smooth?";"--- Operating System, Graphics card ---
win7 ,gtx 560 ti

--- Blender version with error, and version that worked ---
R56834

--- Short description of error ---
I'm trying to paint some ""quick"" strokes in blender.However the brush seems produce odd results.It almost jumps too quickly from one tone to the next,and skips intermediate tones based on pressure sensitivity.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

I'm using a tablet stylus.set the default texture brush to a spacing of 1%,draw a stroke quickly with a tablet.(like a quick flicking motion) although it appears to behave the same way even if I draw quite slowly.

In the attached file (burshprob.jpg)

Top) is a quick stroke I drew in blender,you can see the stroke seems to skip some intermediate shades.
Bottom) is a comparative behavior,its a stroke I drew in photoshop,you still get the shift toward the end of the stroke,but its nowhere near as drastic.




";"None";"Confirmed";"";"";""
35397;1;"Open";3;25101;"Carl Knight";100;"Nobody";"2013-05-17 00:27";"1970-01-01 01:00";"2013-05-17 00:27";"Unexpected drop out. No freezing of application or warning alerts just quits application.";"--- Operating System, Graphics card ---

System Information:
  Running Ubuntu Linux, the Ubuntu 12.04 64bit (precise) release.
  GNOME: unknown (unknown)
  Kernel version: 3.5.0-28-generic (#48~precise1-Ubuntu SMP Wed Apr 24 21:42:24 UTC 2013)
  GCC: 4.6 (x86_64-linux-gnu)
  Xorg: 1.13.0 (11 April 2013  11:49:23PM) (11 April 2013  11:49:23PM)

CPU Information:
  GenuineIntel, Intel(R) Pentium(R) Dual  CPU  T3400  @ 2.16GHz
  Number of CPUs: 2
  CPU clock currently at 1666.000 MHz with 1024 KB cache
  Numbering: family(6) model(15) stepping(13)
  Bogomips: 4322.38
  Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx lm constant_tsc arch_perfmon pebs bts rep_good nopl aperfmperf pni dtes64 monitor ds_cpl est tm2 ssse3 cx16 xtpr pdcm lahf_lm dtherm

Graphic Card:
  VGA controller
  Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) (prog-if 00 [VGA controller])
  Subsystem: Acer Incorporated [ALI] Device 0176

--- This has also occurred on:
Ubuntu 11.04 64bit & Ubuntu 11.10

System:
AMD Athlon 64 (ADA4200BVBOX) X2 4200+ socket 939 Dual Core 2.2ghz 512kb and 512kb Cache
MSI K8N Neo4-F Socket 939 nForce4 DDR400 PCI-E ATX Motherboard

Graphic Card:
PowerColor X1300 512mb DDR2 128bit Dual DVI TVO PCI-E


--- Blender version with error, and version that worked ---
blender-2.67-linux-glibc211-x86_64
blender-2.67-r56837-linux-glibc211-x86_64

--- Short description of error ---
Unexpected drop out. No freezing of application or warning alerts just quits application.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Add mesh > Cube
Add Array, Bevel modifier in Object Mode
Click a blank space in viewport

Add mesh > Cube
Add Array, Bevel modifier in Edit mode
Deselect object
Reselect object
Tab Edit mode
..or simply a mixture of clicking empty viewport space and selecting/deselecting object and after a period of time blender will quit.

However if I recreate the same steps above but using Remesh, Mirror, Multires, Subdivsion Surfaces modifier Blender does not quit. Have not tested all other modifier types.
";"OS related: Linux";"New";"";"";""
35399;1;"Open";3;50309;"gang lin";100;"Nobody";"2013-05-17 05:59";"1970-01-01 01:00";"2013-05-17 05:59";"texture paint error with texture paint layer addon";"
--- Operating System, Graphics card ---
windows 7 64bit, GTX 650Ti

--- Blender version with error, and version that worked ---
blender 2.67 with error

--- Short description of error ---
I made a model, gave it a normal map texture, then I wanted to paint some color on it. but I found some problem. In the upload image file ""bug.jpg"", you can see, the color I choose is red, but the result is black. I think this problem is because I paint on the normal map, not the texture used for color even if I choose it in the texture paint layer addon.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
1,unzip the file, open the bug.blend, and paint.

";"Image & Movie I/O";"New";"";"";""
35400;1;"Open";3;21589;"Carlo Andreacchio";12560;"Jeroen Bakker";"2013-05-17 07:25";"1970-01-01 01:00";"2013-05-17 18:23";"Dilate Erode Feather Bug - feathering wraps around image";"--- Operating System, Graphics card ---
Windows 7 x64, r56693 GTX 580

--- Blender version with error, and version that worked ---
r56693 has bug
r52422 has bug
r51291 doesnt have bug


--- Short description of error ---
Feathering a dilate erode node over an edge wraps it around the corner

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Step 1: open attached blend file
Step 2: change frame to update viewer node
Step 3: view original mask
Step 4: notice that the dilate erode node wraps around to the other side of the image.

";"Node Editor";"New";"";"";""
35402;1;"Open";3;6129;"Demian SS";100;"Nobody";"2013-05-17 10:55";"1970-01-01 01:00";"2013-05-17 11:53";"video editor with MP3 audio track, wave form off sync and cuts last seconds.";"--- Operating System, Graphics card ---
Debian/testing & experimental 64bits.
Pentium D 3.0Ghz.
3Gb 667Mhz Ram.
Gigabyte Nvidia GT440 1024Mb.
Integrate HDA Intel Sound chip.


--- Blender version with error, and version that worked ---
With error: Official Blender 2.67 and 2.66a
Didn't tested previous version, so don't know, my bad.


--- Short description of error ---
Only happens with MP3 audio.
The audio that showed this error is ""Bust this bust that"" from here http://www.jamendo.com/en/artist/339989/professor-kliq

In ""Video editor"", a long MP3 sound track (typical soundtrack 3 - 5 minutes) has the waveform out of sync towards the end, and the total length of the track is a few seconds shorter than the original audio.

Some MP3 files will render fine others won't, all of them had variable bit rate.


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

- Open Blender and go to the video editing.
- Add a MP3 audio and check ""Draw waveform"" from the ""N"" panel.
- Make the project length longer than the audio track.
- Go to the near end of the sound track.
- ""Alt + A"" to play, check if the waveform is in sync with the sound, also check for the end.
- If everything is correct, try different MP3 files.";"None";"New";"";"";""
35405;1;"Open";3;10371;"Thomas Dinges";146;"Brecht Van Lommel ";"2013-05-17 15:09";"1970-01-01 01:00";"2013-05-17 15:09";"Preview render restart after F12 render is finished";"
--- Operating System, Graphics card ---
Windows 7 x64, SVN 56872.

--- Short description of error ---
Preview render inside the Properties editor does unnecessary re-render after F12 render. 

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

1) Open the attached file (just default blend + glass shader, to better see the re-render).
2) Let the Preview render finish its render.
3) Press F12 and let it finish rendering or abort before with ESC. Preview render will re-render. 


";"Rendering: Cycles";"New";"";"";""
35406;1;"Open";3;19217;"Bao 2";100;"Nobody";"2013-05-17 16:36";"1970-01-01 01:00";"2013-05-17 16:36";"Hair puff brush bug";"
Open the attached file and enter particle edit mode.
Choose the ""puff"" brush and brush on the roots (where the hair enters the sphere) and you will
see how the hair correctly ""goes up"" but at the same time, and this is the bug, the hair points receive
more and more noise until it ends completely ""crippled"" as if the character has received a 2 thousand
electric shock!";"None";"New";"";"";""
35407;1;"Open";3;19519;"Beorn Leonard";100;"Nobody";"2013-05-17 17:04";"1970-01-01 01:00";"2013-05-17 17:04";"Huge difference in particle behaviour between versions.";"
--- Operating System, Graphics card ---
Linux Mint 14
GeForce G 103M

--- Blender version with error, and version that worked ---
error: 2.67
worked: 2.66a

--- Short description of error ---

Particle systems behave very differently in the current version of Blender. 
It seems impossible now to get smooth, natural motion. Particle setups that looked great in the previous versions are broken in the current release.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Open the attached file and run it (as in Alt+A) in both 2.67 and 2.66a.
The difference is obvious. In the current Blender they spread out before suddenly heading upwards.
";"Physics";"New";"";"";""
35408;1;"Open";3;39282;"Joseph Thomson";100;"Nobody";"2013-05-17 17:44";"1970-01-01 01:00";"2013-05-17 17:44";"Emissive colour should be premultiplied by diffuse colour in COLLADA exporter";"--- Operating System, Graphics card ---

Windows 7 Enterprise 64-bit
NVIDIA NVS 3100M

--- Blender version with error, and version that worked ---

Blender 2.67

--- Short description of error ---

In the Blender renderer, the overall colour is determined by:

>> colour = diffuse * (intensity + emissive) = (diffuse * intensity) + (diffuse * emissive)

But the overall COLLADA colour would be:

>> colour = (diffuse * intensity) + emissive

The implications of this difference are most apparent when reducing the intensity to zero; in Blender this results in zero diffuse component, but doesn't affect the emissive component (which still uses the diffuse colour); in COLLADA, the diffuse colour becomes black, which makes it impossible to garner any information about the emissive colour as rendered in Blender.

Ideally, the intensity would be exported separately, since the intensity also affects the lighting when using a diffuse texture, but I appreciate that the COLLADA specification doesn't allow for this (so the intensity cannot be exported when using a texture).  Therefore, I propose that the emissive colour be pre-multiplied by the diffuse colour, to bring the overall COLLADA colour in-line with the Blender renderer:

>> colour = (diffuse * intensity) + (diffuse * emissive)

This should not be done when not using a diffuse texture, since the diffuse colour is not used.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Open the attached .blend file.

1) Render the scene
2) Observe the purple colour of the emissive, un-textured object
3) Export to COLLADA
4) Observe that the diffuse colour of the un-textured material is zero (since intensity is zero), and the emissive component contains no colour information
";"Import/Export";"New";"";"";""
35409;1;"Open";3;30284;"Kent Trammell";100;"Nobody";"2013-05-17 19:02";"1970-01-01 01:00";"2013-05-18 12:26";"SplineIK lagging/not updating properly";"--- Operating System, Graphics card ---

OS X 10.8.3, NVIDIA GeForce GTX 680 2048 MB

--- Blender version with error, and version that worked ---

2.67 Official

--- Short description of error ---

The splineIK constraint causes lag/update error in rig, even when separated into another armature.  The video included in the attached .zip describes the issue. Based on my searching, I believe this may be a depsgraph problem.  I've built the rig many times and in different ways - still get the lag.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Open the attached .blend (in .zip) and move the bone CTRL_IK_hand bone, right-click to cancel translation, see the rig not obey the cancellation.";"Depsgraph";"New";"";"";""
35410;1;"Open";3;24342;"Layne Hall";100;"Nobody";"2013-05-17 19:03";"1970-01-01 01:00";"2013-05-17 19:03";"Multiple loop cuts Issue";"
--- Operating System, Graphics card ---Win 7  Quadro 2000d     32 gigs ram latest Nvid drivers


--- Blender version with error, and version that worked ---2.67       2.67 RC seems to be fine


--- Short description of error ---When adding a loop cut in edit mode with vertex select enabled a single cut is fine, however if you do a multi-cut ""more then 1 cut""
it auto jumps you to edge select mode. 


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---


add a cube in edit mode/vertex select mode
add a single edge = fine
step back to cube 
add more then one cut = auto edge select
";"Mesh Modeling";"New";"";"";""
35412;1;"Open";3;13275;"Michael S";100;"Nobody";"2013-05-17 19:33";"1970-01-01 01:00";"2013-05-17 19:33";"Can't use  ""from dupli"" method on particles with object type of visualization, then scene linked to other.";"
--- Operating System, Graphics card ---
Ubuntu 12.10  GeForce GTX 260

--- Blender version with error, and version that worked ---
tested on official build 2.67 and r56534

--- Short description of error ---
Can't use  ""from dupli"" method on particles with object type of visualization, then scene linked to other.
I think, it because texture coordinates lost. 
In images you can see 
1. cubes in original file - colored by gradient, using uv-layer of sphere.
cubes in new file, linked from first scene - solid gray, no UV-layer (if texture is lost they must have diffuse color).

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

I create a simple scene to reproduce the error. cubes duplicates on sphere, by particles. Gradient texture set color of cubes, using ""from dupli"". This objects are grouped in lib.blend and linked to test.blend
1) open lib.blend and render - You will see, that cubes have different colors
2) open test.blend and render - now all cubes sold


PS Sorry, if my English is so bad! ";"Rendering";"New";"";"";""
35413;1;"Open";3;38819;"Henrik Aarnio";100;"Nobody";"2013-05-17 20:54";"1970-01-01 01:00";"2013-05-17 20:54";"Dynamic paint waves image output corrupted from uv seams onwards";"--- Blender version with error, and version that worked ---
Blender 2.67, r56873. Not aware of ever working correctly, bug existing from at least 2.62 onwards.

--- Short description of error ---

When baking waves from dynamic paint canvas, black cripples start to appear in the result a few frames from the start. These appear only from seams in the uv map, and only if the seam is not on the edge of uv area. These cripples do not disappear, and fill the whole image in a few hundred frames, making the result of the bake unusable. Few hundred frames into the baking black squares also appear in the result.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Click the ""bake image sequence button in the dynamic paint output panel. In the baked frames, incorrect results start to appear around frame 45, expanding to fill the whole result by the end of the simulation. Attached a few frames from the baked images to demonstrate results.

";"None";"New";"";"";""
35415;1;"Open";3;48812;"Bryce ALAUZUN";100;"Nobody";"2013-05-17 23:21";"1970-01-01 01:00";"2013-05-17 23:21";"Multisample don't work in 2.66 and 2.67, but works fine in 2.65";"
--- Operating System, Graphics card ---
Windows 7 64bits
AMD Phenom II X6 1090T Processor 3.20 GHz
8 Go RAM
ATI Radeon HD 5700 Series ( Driver Date : 16/04/2013 )


--- Blender version with error, and version that worked ---
Work in : 2.65
DON'T Work in : 2.66, 2.67


--- Short description of error ---
It's about configuration of Multisample in user preferences.
If i setup 16 Multisample in Blender 2.65 it works fine, i have very smooth and clean lines in 3d viewport.
With Blender 2.66 & 2.67, nothing happens,
the console window display this message : 
Multisample failed to initialized
found bundled python: C:\[MY-PATH]\blender-2.67-r56868-win64\2.67\python


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
With Blender 2.65 : Open User Preference panel, set Multisample to 16 in system tab : it works fine !
With Blender 2.66 and 2.67 : Do the same but nothing happens...

";"Opengl / Gfx";"New";"";"";""
35416;1;"Open";3;52072;"Florian Bantner";100;"Nobody";"2013-05-18 00:53";"1970-01-01 01:00";"2013-05-18 00:53";"Missing python properties on ActionActuator: layer, layerWeight";"--- Short description of error ---

BL_ActionActuator has access to all properties from python except layer and layerWeight. For completeness and use in playAction
they should be available in python, too.

This would be a patch fixing this:

Index: source/gameengine/Converter/BL_ActionActuator.cpp
===================================================================
--- source/gameengine/Converter/BL_ActionActuator.cpp   (revision 56884)
+++ source/gameengine/Converter/BL_ActionActuator.cpp   (working copy)
@@ -543,6 +543,8 @@
        KX_PYATTRIBUTE_RW_FUNCTION(""action"", BL_ActionActuator, pyattr_get_action, pyattr_set_action),
        KX_PYATTRIBUTE_RO_FUNCTION(""channelNames"", BL_ActionActuator, pyattr_get_channel_names),
        KX_PYATTRIBUTE_SHORT_RW(""priority"", 0, 100, false, BL_ActionActuator, m_priority),
+       KX_PYATTRIBUTE_SHORT_RW(""layer"", 0, 7, false, BL_ActionActuator, m_layer),
+       KX_PYATTRIBUTE_FLOAT_RW(""layerWeight"", 0, 1.0, BL_ActionActuator, m_layer_weight),
        KX_PYATTRIBUTE_RW_FUNCTION(""frame"", BL_ActionActuator, pyattr_get_frame, pyattr_set_frame),
        KX_PYATTRIBUTE_STRING_RW(""propName"", 0, MAX_PROP_NAME, false, BL_ActionActuator, m_propname),
        KX_PYATTRIBUTE_STRING_RW(""framePropName"", 0, MAX_PROP_NAME, false, BL_ActionActuator, m_framepropname),

--- Testfile ---
The testfile runs only with the patch applied. It runs one action rotating the cube to the right. When pressing 'R' (Run) it starts
another action rotating to the left. 

Pressing 'L' (Layer) changes the layer and the layerWeight of the second action and prints it's current layer and layerWeight.

Notice that this doesn't change anything on the actual Animation.
(But changing these parameters don't change anything when changed in blender?)

Regards,";"None";"New";"";"";""
35417;1;"Open";3;50011;"Shakanos ";19660;"Lukas Toenne";"2013-05-18 01:08";"1970-01-01 01:00";"2013-05-18 11:19";"Viewer node show nothing immediately after loading a file";"--- Operating System, Graphics card ---
Windows 8 x64, GTX560SE

--- Blender version with error, and version that worked ---
2.64 - 2.67 — not working
2.63 — worked

--- Short description of error ---
Viewer (or Split Viewer) node show nothing immediately after loading a file.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---
Open attached .blend. Backdrop and UV/Image Editor show nothing (or just transparent 512×512 square) until you do some changes in Node Editor. E.g., you can just click on any input or output of nodes and backdrop image will appear.";"Node Editor";"New";"";"";""
35419;1;"Open";3;19181;"Ted Nielsen";100;"Nobody";"2013-05-18 11:41";"1970-01-01 01:00";"2013-05-18 11:41";"Extrude with individual origins behaving unexpectedly w/connected faces";"
--- Operating System, Graphics card ---
Windows 7, Nvidia Geforce 405


--- Blender version with error, and version that worked ---
Official 2.67, and latest builds on Graphicall up to at least r56871 afaik.

--- Short description of error ---
This is best explained by the image attached.

1. Shows a cube with a simple subdivide, and two connected faces already selected.
2. Shows one result I get with extrude and individual origins set
3. Shows another result I get with extrude and individual origins set (no idea why it´s sometimes different)
4. Show the result I´m expecting to get.

The result I most usually get is #3, included #2 because it happened when I was going to reproduce the error to take screenshots.


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

1. Create a mesh cube
2. Subdivide it once
3. Select two connected faces that are not planar
4. Set individual origins and extrude

";"Mesh Modeling";"New";"";"";""