Age | Commit message (Collapse) | Author |
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This commit hides "UI attributes" described in T97452 from the UI lists
in mesh, curve, and point cloud properties, and disallow accessing them
in geometry nodes.
Internal UI attributes like selection and hiding values should use the
attribute system for simplicity and performance, but we don't want to
expose those attributes in the attribute panel, which is meant for
regular user interaction. Procedural access may be misleading or cause
problems, as described in the design task above.
These attributes are added by two upcoming patches: D14934, D14685
Differential Revision: https://developer.blender.org/D15069
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See previous commit for an explanation of what went wrong. Similar to
the fix there, we also have to update the dragged data (e.g. the
data-block) referenced by the button.
Committing separately since this could cause further issues.
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In Blender buttons are recreated over redraws, except of the active
button which is kept alive, and replaces the new version of itself in
the new redraw. In order to do that, the button needs to be recognized.
This process of recognizing and matching buttons from different redraws
isn't always bullet-proof. That's okay-ish, but we have to make sure
that the relevant data of the old active button is updated with the
newest data.
Here the matching would go wrong, and the new active button was
recognized as the old active button, which was in fact removed when the
asset was cleared. This patch makes sure the image buffer attached to
the buttons is updated when buttons were recognized as matching.
Note that the dragging will still use the wrong data-block, this will be
fixed in the following commit.
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When multiple objects are in edit mode, UVs for the objects, except for
the first one (in rendering order) appear corrupted. The corruption is
because the UVs are not evaluated as the compute shader is not bound,
thus we read unitialized memory.
We keep track of the currently bound shader in the GPU context in order
to avoid unnecessary shader switches in case the same shader is used in
consecutive calls. However, the shader used by the OpenSubdiv evaluator
is not part of Blender and therefore not tracked via the GPU context.
When extracting UVs for multiple objects, we only ever run a single
shader (FVar evaluation). However, between the compute calls, we also
call the OpenSubdiv stencil evaluation shader, which uses `glUseProgram`
modifying the current program, outside of our control, which then also
unbinds the Blender compute shader making the compute dispatch fail ("No
active compute shader").
The fact that extracting the UVs for the first rendered object works is
because another (Blender) shader was bound in the GPU context prior to
our binding of our evaluation shader.
To fix this, we remember, in the OpenSubdiv evaluator, the current
program so that it can be reset after the stencil program is done.
Differential Revision: https://developer.blender.org/D15064
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When building blender as a python module, such as for inclusion in a
wheel, it is not permitted to link against python libraries.
This diff does so by simply unsetting the library when building blender
as a python module, instead of the more heavyweight solution of
switching to the cmake FindPython module.
Reviewed By: LazyDodo, campbellbarton
Ref D15012
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The operator assumed it was called on a mesh object, which has
mostly been the case because of lack of support for other object
types, but the new curves object is supported, which is the situation
in the report.
Differential Revision: https://developer.blender.org/D15063
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The new OBJ importer operator didn't register an undo event.
This commit enables the register and undo flags for the operator.
Reviewed By: Bastien Montagne, Aras Pranckevicius, Serhiy Striletksy
Differential Revision: https://developer.blender.org/D15051
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Some of the tools in sculpt mode were still referring to the previously experimental sculpt vertex colors.
They should instead refer to color attributes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15073
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It doesn't make sense to merge UV's when applying a particle-system.
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This function is specific to particle-systems which wasn't obvious,
leading to an error in [0] which added UV handling which doesn't make
sense.
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Add the following macros for enums as support for these features wasn't
all that obvious and there were some inconsistencies in their use.
- RNA_ENUM_ITEM_HEADING(name, description)
- RNA_ENUM_ITEM_SEPR
- RNA_ENUM_ITEM_SEPR_COLUMN
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Avoid in-lining large enums such as icons and event types, linking
to them instead.
This mitigates T76453, where long enums took a lot of space in the docs,
this was a problem with `UILayout` where each icon argument would list
all icons. [0] worked around the issue using CSS to scroll the list.
However this has the draw-back where some items are clipped in a way
that's not obvious, see: T87008.
The reason this isn't a complete solution is that Python defined enums
aren't written into their own pages which can be linked to, although
currently there are no large Python enums included in the API docs.
All in-lined enums are now under 20 items.
[0]: 1e8f2665916c049748a3985a2fce736701925095
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Lists of items for bpy.props were duplicated 3 times, now all enums are
defined once in rna_rna.c and referenced from bpy.props doc-strings.
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Create a page for every enum in RNA_enum_items.h, which includes
the enum values and the doc-string for each item.
Each page creates a references which the API reference can be linked to
via the same name as the enum, so :ref:`rna_enum_icon_items` links
to the list of icons for e.g.
This has two main advantages:
- No need to manually duplicate enum values in the doc-strings of
functions defined in Python's C/API (not RNA defined functions),
`bpy.props` for example.
- The generated Python API docs can reference these instead of including
the enums in-line - resulting in unreasonably long lists in the case
if icons and event types (for example).
These changes will be made separately.
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This is method is intended for internal use
(introspection for generating API docs).
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Also removes stray semicolon in RNA_enum_items.h
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This commits corrects the calculation of the Frame Node label size,
making it independent of the 'Line Width' user preference.
Since `U.dpi` is actually DPI divided by `U.pixelsize` and `U.pixelsize`
is calculated from line-width multiplying by `U.pixelsize` undoes
the connection between line-width and label size.
It now stays the same, regardless of the line-width setting.
Reviewed By: Julian Eisel, Harley Acheson
Differential Revision: https://developer.blender.org/D14338
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This commits corrects the calculation of the Frame Node label size,
making it independent of the 'Line Width' user preference.
Since `U.dpi` is actually DPI divided by `U.pixelsize` and `U.pixelsize`
is calculated from line-width multiplying by `U.pixelsize` undoes
the connection between line-width and label size.
It now stays the same, regardless of the line-width setting.
Reviewed By: Julian Eisel, Harley Acheson
Differential Revision: https://developer.blender.org/D14338
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Mostly duplicate includes, also use nullptr, and using default
member initializers.
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Add support for adding (inserting) new background images into an
override of a linked Camera ID.
Request from the Blender studio.
This ended up being more involved than expected as it uncovered some
latent issues with existing background images code. Noticiably, a new
`BKE_camera_background_image_copy` had to be added to handle copying
of background images in a proper, generic ID-management way.
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The number of attribute domains is not an attribute domain.
This way it doesn't have to be handled in switch statements.
Differential Revision: https://developer.blender.org/D15065
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file read.
While this should never happen, this is not a critical failure
preventing Blender to work.
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Linked ID is (almost) never editable... Also rename that function to add
the `_poll` suffix.
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Assuming that an ID pointer is NULL because another 'source type'
property has some specific value is utterly wrong and a gateway to
usercounting bugs.
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These lines were not used now because the handling of copy data has changed.
Assigning the `eval` data can produce unexpected result, especially since everywhere ID_RECALC_TRANSFORM is used, we also do a copy on write. That should take care of `ob->data` for the eval object.
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Also simplify logic because (source == IMA_SRC_VIEWER) and
ELEM(type, IMA_TYPE_R_RESULT, IMA_TYPE_COMPOSITE) are the same
thing.
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Building problem introduced on 24e74f8bef813820. It affects `make lite`
and other builds that skip OpenSubdiv.
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The problem was because the check was done with the total weights of the first element of the array and if this was null or 0, the weights were not duplicated.
As this bug was introduced fixing T97150 due a problem in the weight data, now instead to duplicate all stroke data to create the perimeter for the PDF/SVG, only the points are duplicated because the weights are not needed. This fix the original bug and also reduce the memory used by the export process.
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This is a follow up to rBbb0fc675822f313c5546a2498a162472c2571ecb.
Now the same kind of run-time data is added to nodes and sockets.
Differential Revision: https://developer.blender.org/D15060
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When launching Blender with a script creating a screenshot, the Outliner
tree wasn't initialized and built properly. That is because at this
stage, all visible regions were only tagged for a non-rebuild redraw,
not a full redraw. So ensure all regions are tagged for a full redraw
immediately after file reading. Usually the full redraw would be caused
by a file-read notifier, but the Python expression/script is executed
before notifiers are handled.
Note that even before this was crashing, the Outliner would be empty in
the created screenshot.
Additionally adds an assert to the Outliner to note assumptions
explicitly, rather than crashing later.
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Minor error in if condition used for early return.
Ref D15050
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