Multi-touch gesture: Zooming is reverse in shader editor comparing to viewport #89906

Open
opened 2021-07-16 21:22:09 +02:00 by Sajjad · 42 comments

System Information
Operating system: macOS-11.4-arm64-arm-64bit 64 Bits
Graphics card: Apple M1 Apple 4.1 Metal - 71.6.4

Blender Version
Broken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c
Worked: (newest version of Blender that worked as expected)

Short description of error
Zooming is reverse in shader editor (other 2d editors are fine)

Exact steps for others to reproduce the error

  • Hold ctrl and drag downwards
  • This will zoon in the viewport but zoom out in shader editor

steps from original report:
On MacOS, by holding CMD and scrolling on the magic mouse you can zoom on the object. the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor.
and if I set the "Invert zoom direction" in the settings, it will do both of those oppositly

**System Information** Operating system: macOS-11.4-arm64-arm-64bit 64 Bits Graphics card: Apple M1 Apple 4.1 Metal - 71.6.4 **Blender Version** Broken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: `1b8d33b18c` Worked: (newest version of Blender that worked as expected) **Short description of error** Zooming is reverse in shader editor (other 2d editors are fine) **Exact steps for others to reproduce the error** - Hold ctrl and drag downwards - This will zoon in the viewport but zoom out in shader editor - - - steps from original report: On MacOS, by holding CMD and scrolling on the magic mouse you can zoom on the object. the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor. and if I set the "Invert zoom direction" in the settings, it will do both of those oppositly
Member

Thanks for the report. I don't have system to test but this looks similar to: #86025 (Orbit inverted on Mac with Magic Mouse)

Can you check if reloading the default settings fixes the issue (File -> Defaults -> Load Factory Settings) ?

Thanks for the report. I don't have system to test but this looks similar to: #86025 (Orbit inverted on Mac with Magic Mouse) Can you check if reloading the default settings fixes the issue (`File -> Defaults -> Load Factory Settings`) ?
Author

Hi Pratik,
I did reset to the factory but still exists.
I don't have problems with orbit, but rather zooming. as I described.
viewport and shader editor are completely opposite of each other in zoom direction which doesn't make sense.

Hi Pratik, I did reset to the factory but still exists. I don't have problems with orbit, but rather zooming. as I described. viewport and shader editor are completely opposite of each other in zoom direction which doesn't make sense.

This task can be confirmed and it can be a subtask of #82006 (Trackpad Support Improvement (Parent Task)), this issue is fixed in the patches listed there.

It is not related to #86025.

the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor

In fact, the opposite is true. Zooming In - move mouse/fingers towards screen, this is how the mouse and viewport gizmo work.

This task can be confirmed and it can be a subtask of #82006 (Trackpad Support Improvement (Parent Task)), this issue is fixed in the patches listed there. It is not related to #86025. > the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor In fact, the opposite is true. Zooming In - move mouse/fingers towards screen, this is how the mouse and viewport gizmo work.
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

In #89906#1224539, @jenkm wrote:
This task can be confirmed and it can be a subtask of #82006 (Trackpad Support Improvement (Parent Task)), this issue is fixed in the patches listed there.

> In #89906#1224539, @jenkm wrote: > This task can be confirmed and it can be a subtask of #82006 (Trackpad Support Improvement (Parent Task)), this issue is fixed in the patches listed there.

This is a persistent issue that makes the shader edit very difficult to use.

This is a persistent issue that makes the shader edit very difficult to use.
Author

Same. this problem still persists.

Same. this problem still persists.

Experiencing the same problem. Mouse Zoom in Shader editor works the opposite way it does in viewport. Blender 3.4.1 MacOs 13.1 (Macbook Pro M1)

Experiencing the same problem. Mouse Zoom in Shader editor works the opposite way it does in viewport. Blender 3.4.1 MacOs 13.1 (Macbook Pro M1)
Philipp Oeser removed the
Interest
User Interface
label 2023-02-10 09:23:15 +01:00

This behaviour is still the same. The zoom on trackpad works the opposite way in the node editor than the other viewers.

This behaviour is still the same. The zoom on trackpad works the opposite way in the node editor than the other viewers.

I found this also very irritating under macOS. Can be fixed by adding e.g. in view2d_ops.cc at lines 1165 and after this at 1327:

if (!(U.uiflag & USER_NO_MULTITOUCH_GESTURES)) {
dx *= -1.0f;
dy *= -1.0f;
}

I found this also very irritating under macOS. Can be fixed by adding e.g. in view2d_ops.cc at lines 1165 and after this at 1327: if (!(U.uiflag & USER_NO_MULTITOUCH_GESTURES)) { dx *= -1.0f; dy *= -1.0f; }

Does this mean that it’s fixed?

Does this mean that it’s fixed?

Not officially, I'm not a Blender developer. I just setup the Blender 4.0.0 alpha source code in Xcode as per the description and figured it out myself. The main thing is to insert at line 1165 e. g.

if (!(U.uiflag & USER_NO_MULTITOUCH_GESTURES)) {
facx *= -1.0f;
facy *= -1.0f;
}

It simply multiplies the x- and y-zoom factor by -1 in the 2dview event handler for "MOUSEPAN". A lot of editors are based on 2dview, but not all. The image editor was okay, but it does its own thing, not using 2dview.
If a Blender developer shows interest I'm willing to send a patch or so.

Not officially, I'm not a Blender developer. I just setup the Blender 4.0.0 alpha source code in Xcode as per the description and figured it out myself. The main thing is to insert at line 1165 e. g. if (!(U.uiflag & USER_NO_MULTITOUCH_GESTURES)) { facx *= -1.0f; facy *= -1.0f; } It simply multiplies the x- and y-zoom factor by -1 in the 2dview event handler for "MOUSEPAN". A lot of editors are based on 2dview, but not all. The image editor was okay, but it does its own thing, not using 2dview. If a Blender developer shows interest I'm willing to send a patch or so.
Member

After recent multi-touch gesture support on Windows (e58b18888c), I can confirm the same problem.
ctrl + dragging downwards zoom in the viewport and zoom out the shader editor.
While other 2D editors do not trigger this issue.

After recent multi-touch gesture support on Windows (e58b18888c0e), I can confirm the same problem. `ctrl + dragging downwards` zoom in the viewport and zoom out the shader editor. While other 2D editors do not trigger this issue.
Pratik Borhade changed title from Zooming is reverse in shader editor comparing to viewport on MacOS to Multi-touch gesture: Zooming is reverse in shader editor comparing to viewport 2023-07-20 07:16:22 +02:00
Member

@StefanS , I've not checked the code yet. Could you share your fix in raw diff here to test? (git diff > fix.diff)
Guess your fix will also affect the other 2D editors?
@jenkm 's solution needs some attention, they are not reviewed for ~2 years: https://archive.blender.org/developer/D8521

@StefanS , I've not checked the code yet. Could you share your fix in raw diff here to test? (`git diff > fix.diff`) Guess your fix will also affect the other 2D editors? @jenkm 's solution needs some attention, they are not reviewed for ~2 years: https://archive.blender.org/developer/D8521

Do not forget about the correct direction:
Zooming In - move mouse/fingers towards screen, this is how the mouse and viewport gizmo work.

And yes, D8521 fixes a lot of various bugs.

Do not forget about the correct direction: Zooming In - move mouse/fingers towards screen, this is how the mouse and viewport gizmo work. And yes, D8521 fixes a lot of various bugs.

@PratikPB2123 , attached the patch. It affects all editors using the 2dview interface. E. g. the graph editor was also mentioned as showing the problem, but is now also working as expected. Only the invoke procedure is called during zoom, but I've added the change also to the modal procedure for consistency.

@PratikPB2123 , attached the patch. It affects all editors using the 2dview interface. E. g. the graph editor was also mentioned as showing the problem, but is now also working as expected. Only the invoke procedure is called during zoom, but I've added the change also to the modal procedure for consistency.
1.0 KiB
Member

@StefanS , thanks. I can confirm your patch solves the problem. Though need to verify whether that's a bug-fix or a workaround. (Feel free to submit the PR 🙂)

Zooming In - move mouse/fingers towards screen, this is how the mouse and viewport gizmo work.

I'm not sure about the conventions but before implementation of multi-gesture on windows, moving fingers towards screen preforms zoom-out operation.

And yes, D8521 fixes a lot of various bugs.

@jenkm , any chance you can resubmit your patches on gitea? @brecht or someone else may review them in near time.

@StefanS , thanks. I can confirm your patch solves the problem. Though need to verify whether that's a bug-fix or a workaround. (Feel free to submit the PR 🙂) > Zooming In - move mouse/fingers towards screen, this is how the mouse and viewport gizmo work. I'm not sure about the conventions but before implementation of multi-gesture on windows, moving fingers towards screen preforms zoom-out operation. > And yes, D8521 fixes a lot of various bugs. @jenkm , any chance you can resubmit your patches on gitea? @brecht or someone else may review them in near time.
Pratik Borhade removed the
Platform
macOS
label 2023-07-21 10:49:20 +02:00

@PratikPB2123 , using Blender's help menu I've submitted another issue pointing to this discussion, hope this was what you meant.

If you un-check the "multi gesture trackpad" in preferences the behavior is completely different using the macOS trackpad, I've never used this. To guard against interfering with the old behavior I used the if condition.

@PratikPB2123 , using Blender's help menu I've submitted another issue pointing to this discussion, hope this was what you meant. If you un-check the "multi gesture trackpad" in preferences the behavior is completely different using the macOS trackpad, I've never used this. To guard against interfering with the old behavior I used the if condition.
Member
No, process for code contribution is different: - https://wiki.blender.org/wiki/Tools/Pull_Requests - https://wiki.blender.org/wiki/Process/Contributing_Code

@PratikPB2123 I've created the PR: Made 2d zoom consistent with 3d zoom for touchpads. #110375

@PratikPB2123 I've created the PR: Made 2d zoom consistent with 3d zoom for touchpads. #110375

Zooming In - move mouse/fingers towards screen, this is how the mouse and viewport gizmo work.

I'm not sure about the conventions but before implementation of multi-gesture on windows, moving fingers towards screen preforms zoom-out operation.

@PratikPB2123 I'm talking about consistency between how trackpad, mouse and viewport gizmo work.
And, I would say that the convention is here 16ca65e, it's just that it was broken a long time ago.

> > Zooming In - move mouse/fingers towards screen, this is how the mouse and viewport gizmo work. > > I'm not sure about the conventions but before implementation of multi-gesture on windows, moving fingers towards screen preforms zoom-out operation. @PratikPB2123 I'm talking about consistency between how trackpad, mouse and viewport gizmo work. And, I would say that the convention is here 16ca65e, it's just that it was broken a long time ago.

I think the important point here is consistency. If you disable "multi gesture touchpad" in preferences e. g. the zoom with the touchpad for the 3D view and the 2D view in shader editor works in the same way.

With "multi gesture touchpad" enabled" it is not the same zoom behavior with the touchpad. Also inverting the zoom behavior in preferences does not help. It just inverts the inconsistency.

I think the important point here is consistency. If you disable "multi gesture touchpad" in preferences e. g. the zoom with the touchpad for the 3D view and the 2D view in shader editor works in the same way. With "multi gesture touchpad" enabled" it is not the same zoom behavior with the touchpad. Also inverting the zoom behavior in preferences does not help. It just inverts the inconsistency.

If you disable "Multitouch Gestures" then it will work as a mouse wheel, and here is another issue that the mouse scrolling is inverted on macOS, and Blender does not take this into account. It can be consistent between editors but not between e.g. Ctrl + MMB-drag and trackpad swipe. Also be careful when comparing mouse scrolling on mac and windows.

Once again, zooming with trackpad in node editors works correctly but reversed in all others. Zooming with the mouse wheel is reversed everywhere in Blender on macOS (I guess on Windows it works correctly).

If you disable "Multitouch Gestures" then it will work as a **mouse wheel**, and here is another issue that the mouse scrolling is inverted on macOS, and Blender does not take this into account. It can be consistent between editors but not between e.g. Ctrl + MMB-drag and trackpad swipe. Also be careful when comparing mouse scrolling on mac and windows. Once again, zooming with trackpad in node editors works correctly but reversed in all others. Zooming with the mouse wheel is reversed everywhere in Blender on macOS (I guess on Windows it works correctly).

@jenkm , I connected a mouse and found differences setting some break points.
The events are named differently for the same user panning+CTRL operation for the mouse and trackpad. Also invoke from the operator is used for the trackpad only, while the mouse then switches to using modal from the operator. I changed my patch accordingly.

A mouse only user can switch the change off by deselecting "multi gesture touchpad" should there be a problem.

@jenkm , I connected a mouse and found differences setting some break points. The events are named differently for the same user panning+CTRL operation for the mouse and trackpad. Also invoke from the operator is used for the trackpad only, while the mouse then switches to using modal from the operator. I changed my patch accordingly. A mouse only user can switch the change off by deselecting "multi gesture touchpad" should there be a problem.

OK, let me try to explain where this bug came from in more detail.

There is a "Natural Scrolling Direction" in the macOS system preferences.
It inverts the scrolling direction and this needs to be taken into account and compensated for in some cases.
You can find the commit and explanations, start from here #82006, like here D9402 and D8550.

So, view2d has been fixed in a73dfac519 and is already working properly.
But patches for other cases, such as 3D view, are still not reviewed.

You can't just invert the direction in view2d because when you change the "Natural Scrolling" option
you will get inconsistency again.

The fix should look like this: https://archive.blender.org/developer/D8527,
that is, you just need to use WM_event_absolute_delta_ functions where it is needed.

In fact, to fix this particular bug, only a small part of D8521 is needed.


I will add that I spent a lot of time testing the D8521, checking all combinations of settings,
comparing between different editors, mouse and trackpad, Blender and other programs.
This is how it should work to be perfect.

I found everything (at that time) related to the trackpad and checked how it works.
All the fixes have been here #82006 for three years now.

I haven't touched any code in the last two years and I don't want to go back to programming.
But I keep an eye on these patches and I'm ready to advise something if necessary.

OK, let me try to explain where this bug came from in more detail. There is a "Natural Scrolling Direction" in the macOS system preferences. It inverts the scrolling direction and this needs to be taken into account and compensated for in some cases. You can find the commit and explanations, start from here #82006, like here D9402 and D8550. So, `view2d` has been fixed in a73dfac519 and is already working properly. But patches for other cases, such as 3D view, are still not reviewed. You can't just invert the direction in `view2d` because when you change the "Natural Scrolling" option you will get inconsistency again. The fix should look like this: https://archive.blender.org/developer/D8527, that is, you just need to use `WM_event_absolute_delta_` functions where it is needed. In fact, to fix this particular bug, only a small part of D8521 is needed. *** I will add that I spent a lot of time testing the D8521, checking all combinations of settings, comparing between different editors, mouse and trackpad, Blender and other programs. This is how it should work to be perfect. I found everything (at that time) related to the trackpad and checked how it works. All the fixes have been here #82006 for three years now. I haven't touched any code in the last two years and I don't want to go back to programming. But I keep an eye on these patches and I'm ready to advise something if necessary.

@jenkm, thanks for these hints. So yes, disabling "natural scrolling" makes it inconsistent again. As I see it, the MOUSEPAN events are dx, dy reversed, combined with CTRL down, and passed to the zoom handler. This reverses then the zoom in/out.

But not in the 2dview, I see. Can you maybe explain where/how this behavior is made independent of the "natural scrolling direction" preference in macOS?

@jenkm, thanks for these hints. So yes, disabling "natural scrolling" makes it inconsistent again. As I see it, the MOUSEPAN events are dx, dy reversed, combined with CTRL down, and passed to the zoom handler. This reverses then the zoom in/out. But not in the 2dview, I see. Can you maybe explain where/how this behavior is made independent of the "natural scrolling direction" preference in macOS?

Okay, I think I figured it out myself. I moved the change to the image and view3d editors. Now it is consistent, even when changing the "natural scrolling direction" setting.

In the image editor I used WM_event_absolute_delta. In the 3dview editor I used an XOR with the event flag WM_EVENT_SCROLL_INVERT as this was a better fit.

@jenkm, do you think other editors need still be modified?

Okay, I think I figured it out myself. I moved the change to the image and view3d editors. Now it is consistent, even when changing the "natural scrolling direction" setting. In the image editor I used `WM_event_absolute_delta`. In the 3dview editor I used an XOR with the event flag `WM_EVENT_SCROLL_INVERT` as this was a better fit. @jenkm, do you think other editors need still be modified?
Member

I would say that the convention is here 16ca65e, it's just that it was broken a long time ago.

Thanks.
@jenkm , @StefanS so other editors need the direction change (zoom-in when fingers dragged towards the screen).

> I would say that the convention is here 16ca65e, it's just that it was broken a long time ago. Thanks. @jenkm , @StefanS so other editors need the direction change (zoom-in when fingers dragged towards the screen).

@PratikPB2123, yes, now 2dview-based editors, image editor and 3dview are consistent. They behave as e. g. the shader editor now. This can be reversed in preferences for all editors.

So question is: which editors do not use 2dview (e.g. image editor does not use it) and need additional modification?

@PratikPB2123, yes, now 2dview-based editors, image editor and 3dview are consistent. They behave as e. g. the shader editor now. This can be reversed in preferences for all editors. So question is: which editors do not use 2dview (e.g. image editor does not use it) and need additional modification?

There are at least four places that need to be fixed: Clip editor, Image editor, 3D Zoom, 3D Dolly Zoom.
See https://archive.blender.org/developer/D8521 for the reference.

Something new may have been added recently, I can't say for sure.
To be 100% sure, you need to search for "MOUSEPAN" in all the code and see what it does.

I will continue in #110375.

There are at least four places that need to be fixed: Clip editor, Image editor, 3D Zoom, 3D Dolly Zoom. See https://archive.blender.org/developer/D8521 for the reference. Something new may have been added recently, I can't say for sure. To be 100% sure, you need to search for "MOUSEPAN" in all the code and see what it does. I will continue in #110375.

Okay, I've prepared a patch.

Okay, I've prepared a patch.
Member

Will build and test this patch.

Will build and test this patch.
Member

It compiles and runs fine... here on linux, double finger push (move upwards) zooms out and scrolls panel content up (both consistent with mouse wheel down). Seems fine to me (Unless it's intended otherwise).

Control drag-down now also consistently zoom out.

It compiles and runs fine... here on linux, double finger push (move upwards) zooms out and scrolls panel content up (both consistent with mouse wheel down). Seems fine to me (Unless it's intended otherwise). Control drag-down now also consistently zoom out.
Member

We have two PRs now (can we close any one?):
#110375
#111141

We have two PRs now (can we close any one?): https://projects.blender.org/blender/blender/pulls/110375 https://projects.blender.org/blender/blender/pulls/111141
Member

eh... apparently they are different patches, @jenkm could you give more details about the differences of your patch vs #110375 ?

eh... apparently they are different patches, @jenkm could you give more details about the differences of your patch vs #110375 ?

110375 is full of changes not related to trackpad. There are a lot of common changes to Zoom and Dolly operators, can't say anything about those changes.

My 111141 is minimal, to fix trackpad scroll direction.

110375 is full of changes not related to trackpad. There are a lot of common changes to Zoom and Dolly operators, can't say anything about those changes. My 111141 is minimal, to fix trackpad scroll direction.

Indeed, as @jenkm pointed out that the Dolly operator is broken, I inspected its and Zoom's code and fixed and enhanced it. I've tested my changes on macOS with track pad and mouse and 2 Python scripts successfully. If someone is available to review my changes I'm available to answer/discuss questions.

Indeed, as @jenkm pointed out that the Dolly operator is broken, I inspected its and Zoom's code and fixed and enhanced it. I've tested my changes on macOS with track pad and mouse and 2 Python scripts successfully. If someone is available to review my changes I'm available to answer/discuss questions.

The issue still exists, zooming in shader editor is still inverted with Magic Mouse.
Zooming is also inverted in compositor/geometry nodes.

Anyone has any idea how to zoom with magic mouse in shader/uv editor/compositor without holding cmd?
I was able to fix this in 3D viewport following this old video > https://www.youtube.com/watch?v=T-JHogscHJ8
Would like to do this elsewhere, like in shader/uv editor/compositor.

I also use Middle, an app to emulate middle mouse button on Apple Magic Mouse.

Blender 3.6.2 for Apple Silicon
M2 Mac mini

The issue still exists, zooming in shader editor is still inverted with Magic Mouse. Zooming is also inverted in compositor/geometry nodes. Anyone has any idea how to zoom with magic mouse in shader/uv editor/compositor without holding cmd? I was able to fix this in 3D viewport following this old video > https://www.youtube.com/watch?v=T-JHogscHJ8 Would like to do this elsewhere, like in shader/uv editor/compositor. I also use Middle, an app to emulate middle mouse button on Apple Magic Mouse. Blender 3.6.2 for Apple Silicon M2 Mac mini
Member

@rybelis could you check if touchpad is also affected (if you have a apple touchpad)?

@rybelis could you check if touchpad is also affected (if you have a apple touchpad)?

@ChengduLittleA - Magic Mouse and touchpad are basically the same thing. It sends the same multitouch gesture events as a trackpad. There is no difference between them from Blander's point of view.

@ChengduLittleA - Magic Mouse and touchpad are basically the same thing. It sends the same multitouch gesture events as a trackpad. There is no difference between them from Blander's point of view.

@rybelis - you can try this setting Input > Touchpad > Multitouch Gestures. There's no other way to change things. Wait for the bug to be fixed.

@rybelis - you can try this setting `Input > Touchpad > Multitouch Gestures`. There's no other way to change things. Wait for the bug to be fixed.

@ChengduLittleA I don't have apple touchpad to check.
@jenkm Your suggestion fixed all of the problems! Thank you very much!

Disabling multitouch gestures fixes zooming directions everywhere. Also, no need to press cmd.
Magic Mouse is perfectly usable with Blender ❤️

@ChengduLittleA I don't have apple touchpad to check. @jenkm Your suggestion fixed all of the problems! Thank you very much! Disabling multitouch gestures fixes zooming directions everywhere. Also, no need to press cmd. Magic Mouse is perfectly usable with Blender ❤️
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Reference: blender/blender#89906
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