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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 126723 times)

Steve

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #600 on: February 29, 2016, 07:12:57 pm »

New build 1222 is ready.  Check it out!
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Sluggs

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #601 on: March 01, 2016, 12:50:04 am »

Thank you very much for the Control Handle update! It's really useful! 8)

I just easily made a bone-shaped path to test it!
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neirao

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #602 on: March 01, 2016, 01:54:24 am »

thanks steve!
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Hypure

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #603 on: March 01, 2016, 03:43:58 pm »

 8)
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slex

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #604 on: March 01, 2016, 11:07:08 pm »

 :o preserved undo-redo history after rendering is great. Thanks.
 Mr.Steve, I would suggest that you post the link for development versions of Anim8or on the main page of the site next to the v0.98. It is much improved and looks cool and some new users may find it easier to work with it.

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spicy

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #605 on: March 02, 2016, 07:41:18 pm »

I must say, I'm really liking the new look of Anim8or! It's been a while since I last had a look at the development builds. Very nice indeed. Great work! :)
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Raxx

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #606 on: March 03, 2016, 11:06:40 pm »

I have a crashing issue when using two monitors. If loading Anim8or in the main monitor, everything's ok. If I load Anim8or into the main monitor and then move it into the secondary monitor before the splash screen goes away, it crashes. If I set it to save the window position and load directly into the secondary monitor, it crashes as soon as it opens. The only time it doesn't crash in the secondary monitor is when I load it in the main monitor and then after the splash screen finishes, I move it to the secondary monitor. Even then, it crashes when switching editors or just randomly.

Build 1222, Win10, OpenGL 4.5, nVidia GTX 980m.
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slex

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #607 on: March 04, 2016, 12:41:43 am »

Raxx- did you increase undo buffer to max 100MB, maybe it lacks of RAM memory? Could the undo buffer be increased to more than 100MB, lack of ram makes many graphical programs act weird.
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Steve

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #608 on: March 04, 2016, 01:05:53 am »

Raxx: Can you try running Anim8or from a command line with the argument -traceinit:

C:\xxx anim8or.exe -traceinit

and post the output?  I may need to add some more trace output to find where it's crashing.
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Raxx

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #609 on: March 04, 2016, 02:07:25 am »

slex, undo buffer was already at 100mb

steve,

Code: [Select]
begin: InitInstance()
call:  AppInitRegistry()
       Checking for .an8 association.
       association found.
       AppInitRegistry() successful.
       creating dummy window.
       dummy window created.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 1).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 9.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 9).
end:   Draw3DOpenGL::CreateContext() return value = 0x00010000.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
       dummy window destroyed.
       creating main window.
       GPreserveWindowLocation = true.
       GIsMaximized = false.
       main window created.
       Anim8or = 0.98a (build 1222) 29-Feb-16.
       OS = Windows 8  (6.2) build 9200.
       CPU = x86 Intel Pentium 8 cores model 94 stepping 3.
       creating final OpenGL context.
       UsingDummyWindow = true.
begin: Draw3DOpenGL::CreateContext(pixelFormat = 57).
end:   Draw3DOpenGL::CreateContext() return value = 0x00020000.
       final OpenGL context created.
       creating floating window (top level).
       creating child windows.
       child windows created.
call:  MakeCurrent(hdc, glContext).
       MakeCurrent() successful.
call:  theOpenGL->Initialize().
       theOpenGL->Initialize() successful.
begin: Draw3DOpenGL::ReadExtensions()
       OpenGL vendor: NVIDIA Corporation
       OpenGL renderer: GeForce GTX 980M/PCIe/SSE2
       OpenGL version: 4.5.0 NVIDIA 359.06
       GL_MAX_TEXTURE_SIZE = 16384.
       OpenGL version = 4.5.
       GL_MAX_SAMPLES_EXT = 32.
       determining actual maxSamplesPerPixel.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 2).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 25.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 3).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 41.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 4).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 41.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 5).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 6).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 7).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 8).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 57.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 9).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 10).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 11).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 12).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 13).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 14).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 15).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 16).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = 73.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 17).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 18).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 19).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 20).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 21).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 22).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 23).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 24).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 25).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 26).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 27).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 28).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 29).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 30).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 31).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
begin: Draw3DOpenGL::ChoosePixelFormat(samples = 32).
end:   Draw3DOpenGL::ChoosePixelFormat() return value = -1.
       maxSamplesPerPixel = 16.
end:   Draw3DOpenGL::ReadExtensions()
call:  MakeCurrent(hdc, NULL).
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Steve

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #610 on: March 04, 2016, 02:19:32 am »

AlecJames:
Quote
In build 1219 the playback issue is back where clicking on the screen / track window can cause anim8or to stop responding until the end of the playback.

Fixed for next build: #098-084 - Screen doesn't update while rendering a movie.

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Steve

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #611 on: March 04, 2016, 02:32:42 am »

Raxx: It looks like it's crashing in the ShowWindow/UpdateWindow systenm calls.  There's more things that happen between your last trace message ant the end of initialization, but they don't seem to me like they would cause a crash.

I'll make a build with more detailed tracing through this part.  I have to go to the gym now but I'll get it done later on tonight.
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Raxx

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #612 on: March 06, 2016, 01:49:24 pm »

A bug I found: selected subdivision meshes no longer have bounding boxes when "Show Subdivision Edges" is unticked in Configure->GUI
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Steve

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #613 on: March 07, 2016, 03:54:56 am »

Raxx: thanks, I've fixed it.
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Steve

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Re: Current Development Release - Build 1222, February 29, 2016
« Reply #614 on: March 10, 2016, 01:56:09 am »

fromsoysauce: I fixed edge-extrude for the next drop to behave like the other tools.  Click-dragging in empty space will extrude selected edges instead of deselecting everything.
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