Regression: Switching to edit/sculpt mode loads Asset Libraries into memory #115372

Closed
opened 2023-11-24 18:34:08 +01:00 by Forian Naki · 34 comments

Blender Version
Broken: version: 4.0.0 and 4.0.2 Release Candidate
Worked: version: 3.6.2

Short description of error
When leaving object mode from the default cube to edit/sculp, it seems that the asset libraries are loaded into memory

Exact steps for others to reproduce the error
Start with default settings
Add an asset path
Enter edit mode with the default cube
Memory seems to loads every library in the asset path

Example with 4.0.2 (Factory Settings) and 3.6.2

**Blender Version** Broken: version: 4.0.0 and 4.0.2 Release Candidate Worked: version: 3.6.2 **Short description of error** When leaving object mode from the default cube to edit/sculp, it seems that the asset libraries are loaded into memory **Exact steps for others to reproduce the error** Start with default settings Add an asset path Enter edit mode with the default cube Memory seems to loads every library in the asset path Example with 4.0.2 (Factory Settings) and 3.6.2 <video src="/attachments/f7eb913e-41dc-4608-b2a5-d8d111934a84" title="2023-11-24 14-16-48.mp4" controls></video>
Forian Naki added the
Priority
Normal
Type
Report
Status
Needs Triage
labels 2023-11-24 18:34:09 +01:00
Member

Hi, thanks for the report. Can confirm the increase in memory usage.

Hi, thanks for the report. Can confirm the increase in memory usage.
Pratik Borhade changed title from After going into edit/sculp mode all Asset Libraries are loaded into memory to Regression: Switching to edit/sculpt mode loads Asset Libraries into memory 2023-11-25 07:38:30 +01:00
Member

Some change between 86a0d0015ac7 - 690a3ddf7eaa caused this, bisecting.

Some change between `86a0d0015ac7 - 690a3ddf7eaa` caused this, bisecting.
Member

git bisect points to 1a7527b1df
@HooglyBoogly ^

git bisect points to 1a7527b1df47c28936f89c49a974882b73acf90a @HooglyBoogly ^
Member

Thanks for the report, this isn't really a bug though. The asset libraries need to be indexed for node tools. I'm sure that could be more efficient, but I didn't write that code so I'm not sure where the places for improvement are.

Thanks for the report, this isn't really a bug though. The asset libraries need to be indexed for node tools. I'm sure that could be more efficient, but I didn't write that code so I'm not sure where the places for improvement are.
Author

In connection with the asset indexing, adjusting last operation from a node tool in library reloads the assets every update.

In connection with the asset indexing, adjusting last operation from a node tool in library reloads the assets every update. <video src="/attachments/008a453c-a09d-4c91-913c-037d4893d05f" title="2023-11-30 13-56-31.mp4" controls></video>

Well I'm glad the issue has been identified!

I don't see why it needs to be the whole asset library though. It makes more sense to choose specific library folders to include for node tools. It's just crazy for all my kitbash kits and photoscans to be constantly getting indexed when most of my nodes are in a handful of much smaller directories.

Well I'm glad the issue has been identified! I don't see why it needs to be the whole asset library though. It makes more sense to choose specific library folders to include for node tools. It's just crazy for all my kitbash kits and photoscans to be constantly getting indexed when most of my nodes are in a handful of much smaller directories.

I can confirm, it’s a asset browser problem. Loading the libraries is not the problem, the problem with the editing mode
starts when i have to many and to large libraries linked.
I can confirm that, as soon as i start linking libraries the cpu usage in editing mode is going up. 1_4 small libraries are OK, but as soon as i link 1 large library the cpu is at 100% / freeze and i have to shut blender down manually.

I can confirm, it’s a asset browser problem. Loading the libraries is not the problem, the problem with the editing mode starts when i have to many and to large libraries linked. I can confirm that, as soon as i start linking libraries the cpu usage in editing mode is going up. 1_4 small libraries are OK, but as soon as i link 1 large library the cpu is at 100% / freeze and i have to shut blender down manually.
Member

It's just crazy for all my kitbash kits and photoscans to be constantly getting indexed when most of my nodes are in a handful of much smaller directories.

Agreed. But as far as I know, Blender can't know where the node tool assets are until everything is indexed. I think there must be some way to improve this situation, but I don't know much about the asset indexing system.

>It's just crazy for all my kitbash kits and photoscans to be constantly getting indexed when most of my nodes are in a handful of much smaller directories. Agreed. But as far as I know, Blender can't know where the node tool assets are until everything is indexed. I think there must be some way to improve this situation, but I don't know much about the asset indexing system.

Agreed. But as far as I know, Blender can't know where the node tool assets are until everything is indexed. I think there must be some way to improve this situation, but I don't know much about the asset indexing system.

I'm very confused as to why it would need to continually index. Why wouldn't it just do it once at startup and on a manual refresh? More a hypothetical question screamed toward the sky than one expecting an answer. 😩

> Agreed. But as far as I know, Blender can't know where the node tool assets are until everything is indexed. I think there must be some way to improve this situation, but I don't know much about the asset indexing system. I'm very confused as to why it would need to continually index. Why wouldn't it just do it once at startup and on a manual refresh? More a hypothetical question screamed toward the sky than one expecting an answer. 😩
Member

Ah, I'm not sure. That does sound problematic, and more like a bug. I think I misunderstood the description a bit.

Ah, I'm not sure. That does sound problematic, and more like a bug. I think I misunderstood the description a bit.

This problem persists in "blender-4.0.2-stable+v40.9be62e85b727-windows.amd64-release" just tested.

This problem persists in "blender-4.0.2-stable+v40.9be62e85b727-windows.amd64-release" just tested.

This problem persists in "blender-4.0.3-candidate+v40.c40f63bb98b9-windows.amd64-release" just tested.

This problem persists in "blender-4.0.3-candidate+v40.c40f63bb98b9-windows.amd64-release" just tested.
Member

@Squigglyman hi, thanks for the testing. We're aware that this hasn't been fixed/improved yet.

@Squigglyman hi, thanks for the testing. We're aware that this hasn't been fixed/improved yet.
Member

Assets: Don't load previews when fetching asset list for menus might solve this. At least it should avoid quite some overhead. Test builds are available there, could somebody try them? @HooglyBoogly could you also test this to confirm all assets show up as before?


Let me clear things up a bit here:

  • There is no continuous indexing of assets going on. Available asset data is loaded once from an index cached on disk (on first load of an asset library the index is created, which can take a while but runs in a background thread).
  • This is done "lazy" instead of at startup, i.e. only when some UI element actually requests it, since it's a waste of resources if you don't actually use assets in a session. At least for the original design that made sense, where users would have to explicitly open an asset browser or asset view. But now with assets integrated into very prominent parts of the UI, like 3D View headers, this might need reevaluation.
  • There's no partial loading or storing of asset library contents, this has its own set of potential pitfalls, but it's something I think is worth supporting still. We simply keep all asset information in storage since we have to keep it available -- at least some of it, sometimes.
  • The memory footprint of individual assets and their metadata is usually quite small, and so far bigger libraries didn't seem to cause notable issues either. This has long been a concern of mine though.
  • The memory footprint of previews is a potential bigger issue, we have to handle them with some care. We're not doing a good job at this yet. The patch above solves some obvious "carelessness".

There are various improvements I'd like to do, e.g. see Asset System & UI: Improve memory management for assets and previews. I find that quite important but lack the time to work on it currently.

[Assets: Don't load previews when fetching asset list for menus](https://projects.blender.org/blender/blender/pulls/116987) _might_ solve this. At least it should avoid quite some overhead. Test builds are available there, could somebody try them? @HooglyBoogly could you also test this to confirm all assets show up as before? --- Let me clear things up a bit here: - There is no continuous indexing of assets going on. Available asset data is loaded once from an index cached on disk (on first load of an asset library the index is created, which can take a while but runs in a background thread). - This is done "lazy" instead of at startup, i.e. only when some UI element actually requests it, since it's a waste of resources if you don't actually use assets in a session. At least for the original design that made sense, where users would have to explicitly open an asset browser or asset view. But now with assets integrated into very prominent parts of the UI, like 3D View headers, this might need reevaluation. - There's no partial loading or storing of asset library contents, this has its own set of potential pitfalls, but it's something I think is worth supporting still. We simply keep all asset information in storage since we have to keep it available -- at least some of it, sometimes. - The memory footprint of individual assets and their metadata is usually quite small, and so far bigger libraries didn't seem to cause notable issues either. This has long been a concern of mine though. - The memory footprint of previews is a potential bigger issue, we have to handle them with some care. We're not doing a good job at this yet. The patch above solves some obvious "carelessness". There are various improvements I'd like to do, e.g. see [Asset System & UI: Improve memory management for assets and previews](https://projects.blender.org/blender/blender/issues/111614). I find that quite important but lack the time to work on it currently.

Just tested with the latest build : blender-4.0.3-candidate+v40.88559c00cd36-windows.amd64-release

Still get 100% CPU usage when in edit mode. Notably when adjusting the last edit via the F9 menu brings Blender to its knees. The asset browser is not open.

Just tested with the latest build : blender-4.0.3-candidate+v40.88559c00cd36-windows.amd64-release Still get 100% CPU usage when in edit mode. Notably when adjusting the last edit via the F9 menu brings Blender to its knees. The asset browser is not open.
Author

blender-4.1.0-alpha+main-PR116987.393b7470845f-windows.amd64-release

The change alleviates the memory load of libraries and also helps with addons based on materials/assets. The one related problem that still persists is with node tools from external assets, using the "Adjust last operation panel" keeps reloading assets with every UI update (Still works a lot better since it only reloads a part of the assets).

(Video illustrating the problem in previous version)

In connection with the asset indexing, adjusting last operation from a node tool in library reloads the assets every update.

blender-4.1.0-alpha+main-PR116987.393b7470845f-windows.amd64-release The change alleviates the memory load of libraries and also helps with addons based on materials/assets. The one related problem that still persists is with node tools from external assets, using the "Adjust last operation panel" keeps reloading assets with every UI update (Still works a lot better since it only reloads a part of the assets). (Video illustrating the problem in previous version) > In connection with the asset indexing, adjusting last operation from a node tool in library reloads the assets every update. > > <video src="/attachments/008a453c-a09d-4c91-913c-037d4893d05f" title="2023-11-30 13-56-31.mp4" controls></video>

This also causes performance problems on undo/redo, reported as #115091.

From what I can see node-tools are expanding top-level menus into the header which is refreshes assets on each redraw while dragging the slider.

This is a stack-trace from a debug build when Blender was hanging while dragging the bevel slider:
https://projects.blender.org/attachments/5db30737-09bf-4599-8ec4-1ae948f06773

This also causes performance problems on undo/redo, reported as #115091. From what I can see node-tools are expanding top-level menus into the header which is refreshes assets on each redraw while dragging the slider. This is a stack-trace from a debug build when Blender was hanging while dragging the bevel slider: https://projects.blender.org/attachments/5db30737-09bf-4599-8ec4-1ae948f06773
Member

Just tested with the latest build : blender-4.0.3-candidate+v40.88559c00cd36-windows.amd64-release

This build doesn't contain the suggested fix, could you test a build from here? https://builder.blender.org/download/patch/PR116987/

The one related problem that still persists is with node tools from external assets, using the "Adjust last operation panel" keeps reloading assets with every UI update (Still works a lot better since it only reloads a part of the assets).

This is a known issue I'm afraid, it happens in object mode too for example. And it's not a recent regression. Could you confirm this is the same behavior you see happening in older versions too (e.g. when using Adjust Last Operation in object mode).

The file browser backend (which the asset system currently uses still) is overly aggressive with clearing previews, and changing that is tricky. A better system to handle previews is needed, like proposed in #109234.

> Just tested with the latest build : blender-4.0.3-candidate+v40.88559c00cd36-windows.amd64-release This build doesn't contain the suggested fix, could you test a build from here? https://builder.blender.org/download/patch/PR116987/ > The one related problem that still persists is with node tools from external assets, using the "Adjust last operation panel" keeps reloading assets with every UI update (Still works a lot better since it only reloads a part of the assets). This is a known issue I'm afraid, it happens in object mode too for example. And it's not a recent regression. Could you confirm this is the same behavior you see happening in older versions too (e.g. when using *Adjust Last Operation* in object mode). The file browser backend (which the asset system currently uses still) is overly aggressive with clearing previews, and changing that is tricky. A better system to handle previews is needed, like proposed in #109234.
Member

This also causes performance problems on undo/redo, reported as #115091.

From what I can see node-tools are expanding top-level menus into the header which is refreshes assets on each redraw while dragging the slider.

This is a stack-trace from a debug build when Blender was hanging while dragging the bevel slider:
https://projects.blender.org/attachments/5db30737-09bf-4599-8ec4-1ae948f06773

Looking at the report and stack trace, this should be solved with #116987. Can you confirm this (builds in the PR)?

> This also causes performance problems on undo/redo, reported as #115091. > > From what I can see node-tools are expanding top-level menus into the header which is refreshes assets on each redraw while dragging the slider. > > This is a stack-trace from a debug build when Blender was hanging while dragging the bevel slider: > https://projects.blender.org/attachments/5db30737-09bf-4599-8ec4-1ae948f06773 Looking at the report and stack trace, this should be solved with #116987. Can you confirm this (builds in the PR)?
Author

Could you confirm this is the same behavior you see happening in older versions too (e.g. when using Adjust Last Operation in object mode).

As far as I can tell its the same behavior in 4.0.2 and the 4.1 fix. If the asset browser is visible in object mode then the previews will be refreshes every time a value is changed in the redo panel.

Strangely I don't have the redo panel problem with the libraries in edit mode (4.0.2) and on the other hand the redo panel with node tools seems more aggressive since it reloads assets without even changing values.

> Could you confirm this is the same behavior you see happening in older versions too (e.g. when using *Adjust Last Operation* in object mode). > As far as I can tell its the same behavior in 4.0.2 and the 4.1 fix. If the asset browser is visible in object mode then the previews will be refreshes every time a value is changed in the redo panel. Strangely I don't have the redo panel problem with the libraries in edit mode (4.0.2) and on the other hand the redo panel with node tools seems more aggressive since it reloads assets without even changing values. <video src="/attachments/a2a95c91-e7ed-4636-b1f5-297801cdd6fe" title="2024-01-11 13-34-46.mp4" controls></video>
Blender Bot added
Status
Resolved
and removed
Status
Confirmed
labels 2024-01-11 21:05:42 +01:00

Looking at the report and stack trace, this should be solved with #116987. Can you confirm this (builds in the PR)?

Confirmed #116987 resolves #115091, thanks!

> Looking at the report and stack trace, this should be solved with #116987. Can you confirm this (builds in the PR)? Confirmed #116987 resolves #115091, thanks!
Member

Strangely I don't have the redo panel problem with the libraries in edit mode (4.0.2)

That’s expected, since edit mode has its own undo system and doesn’t need to trigger the kind of refresh that the causes previews to be cleared. Not sure what node tools do different in edit mode but I’m not surprised it behaves different.

> Strangely I don't have the redo panel problem with the libraries in edit mode (4.0.2) That’s expected, since edit mode has its own undo system and doesn’t need to trigger the kind of refresh that the causes previews to be cleared. Not sure what node tools do different in edit mode but I’m not surprised it behaves different.

In Blender 4.0.2, entering edit mode hangs Blender. Often resulting in a (Not Responding) application crash.

RTX 3070, Intel Core I9, 32gb of RAM, Windows 11. This is a problem that has recently started occurring despite no updates to my addons.

In Blender 4.0.2, entering edit mode hangs Blender. Often resulting in a (Not Responding) application crash. RTX 3070, Intel Core I9, 32gb of RAM, Windows 11. This is a problem that has recently started occurring despite no updates to my addons.

In Blender 4.0.2, entering edit mode hangs Blender. Often resulting in a (Not Responding) application crash.

RTX 3070, Intel Core I9, 32gb of RAM, Windows 11. This is a problem that has recently started occurring despite no updates to my addons.

Please test with a daily build and report a separate issue if it still occurs.

> In Blender 4.0.2, entering edit mode hangs Blender. Often resulting in a (Not Responding) application crash. > > RTX 3070, Intel Core I9, 32gb of RAM, Windows 11. This is a problem that has recently started occurring despite no updates to my addons. Please test with a daily build and report a separate issue if it still occurs.
Member

I don’t think this fix is in the 4.0.2 release, that one was released in December already. And unfortunately there won’t be a 4.0.3 release.

I don’t think this fix is in the 4.0.2 release, that one was released in December already. And unfortunately there won’t be a 4.0.3 release.

I don’t think this fix is in the 4.0.2 release, that one was released in December already. And unfortunately there won’t be a 4.0.3 release.

I hope the issue is not present in the 4.1 release then, or some of us will be stuck.

> I don’t think this fix is in the 4.0.2 release, that one was released in December already. And unfortunately there won’t be a 4.0.3 release. I hope the issue is not present in the 4.1 release then, or some of us will be stuck.
Member

@phoenixart @DeGrey hi, you can try 4.1 buildbot build: https://builder.blender.org/download/daily/
If problem persists, core devs will fix them prior to actual release.

@phoenixart @DeGrey hi, you can try 4.1 buildbot build: https://builder.blender.org/download/daily/ If problem persists, core devs will fix them prior to actual release.

The latest 4.1 build has been behaving the last few hours of working. Going in and out of edit mode no longer hangs the system.

The latest 4.1 build has been behaving the last few hours of working. Going in and out of edit mode no longer hangs the system.

The latest 4.1 build has been behaving the last few hours of working. Going in and out of edit mode no longer hangs the system.

I can't use 4.1 just yet, I believe several add-ons will not work properly (for instance due to the new auto-smooth system), but it's good to hear that the issue appears to be gone.

> The latest 4.1 build has been behaving the last few hours of working. Going in and out of edit mode no longer hangs the system. I can't use 4.1 just yet, I believe several add-ons will not work properly (for instance due to the new auto-smooth system), but it's good to hear that the issue appears to be gone.

Nice that there's a fix, but what good is it if it's only available in a still alpha Blender 4.1? It would be a lot more helpful if it were made available in a more stable version where content creators could actually use it with some sense of confidence it won't cause problems.

This forces me (and I'm sure I'm not the only one) to stick with v3.6.8 until either 4.0.2 is updated with the fix or 4.1 is officially released.

Nice that there's a fix, but what good is it if it's only available in a still alpha Blender 4.1? It would be a lot more helpful if it were made available in a more stable version where content creators could actually use it with some sense of confidence it won't cause problems. This forces me (and I'm sure I'm not the only one) to stick with v3.6.8 until either 4.0.2 is updated with the fix or 4.1 is officially released.

Nice that there's a fix, but what good is it if it's only available in a still alpha Blender 4.1? It would be a lot more helpful if it were made available in a more stable version where content creators could actually use it with some sense of confidence it won't cause problems.

This forces me (and I'm sure I'm not the only one) to stick with v3.6.8 until either 4.0.2 is updated with the fix or 4.1 is officially released.

I'm in the same position. I installed v4 and the updates with the idea of leaving 3.6 behind, but v4 it's unusable for me.
Also, I'm confused as to why there won't be a 4.0.3, especially if there's a fix. If I'm not mistaken, 4.1 will be released in March, and I don't think all the external add-ons will be ready right away.
It seems we're stuck with 3.6 for a little longer.

> Nice that there's a fix, but what good is it if it's only available in a still alpha Blender 4.1? It would be a lot more helpful if it were made available in a more stable version where content creators could actually use it with some sense of confidence it won't cause problems. > > This forces me (and I'm sure I'm not the only one) to stick with v3.6.8 until either 4.0.2 is updated with the fix or 4.1 is officially released. I'm in the same position. I installed v4 and the updates with the idea of leaving 3.6 behind, but v4 it's unusable for me. Also, I'm confused as to why there won't be a 4.0.3, especially if there's a fix. If I'm not mistaken, 4.1 will be released in March, and I don't think all the external add-ons will be ready right away. It seems we're stuck with 3.6 for a little longer.

Agreed. 4.1 Alpha is not a viable solution for production work at this point. It fixes the "edit mode" issue but introduces new ones that make it unworkable at least for my workflow. (Inability to set keyframes with the keyboard shortcut in pose mode being one hurdle.)

I'm bouncing back and forth between 4.0 and 4.1. Doing work in one that is broken in the other. At this stage, the most reliable option seems to be reverting back to the 3.6 version.

This is the first time I've felt that the current release version of Blender is not stable enough for production. Normally I would update with confidence and just keep working away. Version 4 has caused me to feel uncertain about doing that again in the future.

Not complaining. Blender is free and supported by awesome devs and contributors. Having such a massive usability issue in a "stable" version is really a bummer though.

Agreed. 4.1 Alpha is not a viable solution for production work at this point. It fixes the "edit mode" issue but introduces new ones that make it unworkable at least for my workflow. (Inability to set keyframes with the keyboard shortcut in pose mode being one hurdle.) I'm bouncing back and forth between 4.0 and 4.1. Doing work in one that is broken in the other. At this stage, the most reliable option seems to be reverting back to the 3.6 version. This is the first time I've felt that the current release version of Blender is not stable enough for production. Normally I would update with confidence and just keep working away. Version 4 has caused me to feel uncertain about doing that again in the future. Not complaining. Blender is free and supported by awesome devs and contributors. Having such a massive usability issue in a "stable" version is really a bummer though.
Member

It would be a lot more helpful if it were made available in a more stable version where content creators could actually use it with some sense of confidence it won't cause problems.
This forces me (and I'm sure I'm not the only one) to stick with v3.6.8 until either 4.0.2 is updated with the fix or 4.1 is officially released.

Hi, 4.0 is not a LTS version so it won't be maintained any further. Also, 4.1 release is scheduled in march (beta version in few weeks): https://projects.blender.org/blender/blender/milestone/18

> It would be a lot more helpful if it were made available in a more stable version where content creators could actually use it with some sense of confidence it won't cause problems. This forces me (and I'm sure I'm not the only one) to stick with v3.6.8 until either 4.0.2 is updated with the fix or 4.1 is officially released. Hi, 4.0 is not a LTS version so it won't be maintained any further. Also, 4.1 release is scheduled in march (beta version in few weeks): https://projects.blender.org/blender/blender/milestone/18

Hi, 4.0 is not a LTS version so it won't be maintained any further. Also, 4.1 release is scheduled in march (beta version in few weeks): https://projects.blender.org/blender/blender/milestone/18

Yes, you're right. I'm ok with sticking to 3.6.8 for now, just didn't understand why not provide the fix being that 4.0.2 is the official release, yet it has a pretty mayor issue with it. But I get it. Guess people that are affected will just need to wait for v4.1 to go beta or RC.

> Hi, 4.0 is not a LTS version so it won't be maintained any further. Also, 4.1 release is scheduled in march (beta version in few weeks): https://projects.blender.org/blender/blender/milestone/18 Yes, you're right. I'm ok with sticking to 3.6.8 for now, just didn't understand why not provide the fix being that 4.0.2 is the official release, yet it has a pretty mayor issue with it. But I get it. Guess people that are affected will just need to wait for v4.1 to go beta or RC.
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Reference: blender/blender#115372
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