@lichtwerk In the issue you mentioned there's still inconsistency with image painting. What I understood there is that the user should not be able to paint inside a UV region where the correspondin…
Dug in a bit more, I found the cause is probably that the XRAY_ENABLED
check got lost for some reason during a change in transform_snap_context_project_view3d_mixed_impl()
function.
I'll…
Hi @elhabanero20 This is presumably a model issue. The mode is not a enclosed shell, and it contains multiple self-intersecting parts that the algorithm would fail to handle. After it runs, an…
I've had this happening to me as well... Let me see if there's just a simple formatting function there that handles such string, maybe we should only limit numbers for the fractions not combining…
Did you mean the tab background shouldn't be dark? (Well in 3.4 and earlier indeed they are not as dark and newer version seem to have darkened the border a little bit) Maybe it's a intentional…
@Yen-Galvez Good to know it works now. :D I'll close this report.
@lichtwerk From the graphics information, it's just 1 generation behind Haswell (which is the official requirement), maybe through some driver magic it might still work with that shader if #106432…
You could try to find if any of these crash logs exists: https://docs.blender.org/manual/en/3.5/troubleshooting/crash.html :)
I suspect #106430 is also affected by that commit...
Hi, could you take a look if there's some crash.txt
inside your blender installation directory? It could contain information useful for determining the problem.
Maybe also run blender from…
Can confirm the issue. Might relate to threading and different triangulation algorithm used in bmesh and mesh.
I'll attach a file on the first post to show the problem.
Actually is there any crash.txt
inside your blender directory? There could be shader errors that can bring us to fix them.