Age | Commit message (Collapse) | Author |
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In keeping with convention to match code & UI naming.
- No user visible changes.
- Include 'menu' in the name since context is an overloaded term.
- While a few of these are panels, from a user perspective they are
still context menus.
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This was removed since 2.7x (by accident?)
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Displayed pose options when weight-paint armature wasn't in pose mode.
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Needed for UI scripts to detect mixed weight paint + pose mode.
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It didn't work well in here - the menu would close and re-spawn as you hovered over this control.
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`BLO_library_read_struct()` actually takes care for us of nearly
everything, makes things much simpler...
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We only use ellipses when a popup appears, not for regular submenus.
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- Tweaks to Paint Mode Fill and Sample tool icons
- Tweaks to GP Add Primitive icons
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Also odd parenthesis.
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mechanism for now.
Am not sure whether we want to support that at some point, but at least
if we don’t, make it safe and get out of copy code early, previously
trying to duplicate workspace through BKE_id_copy() would have given a
very bad a broken result...
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2D artists have requested a way to see in viewport the name of the material assigned to a stroke. This is a special request for 2D animation and required to manage complex drawings with multiple materials on it. We don't need add a separate option for this in the panel.
Now, when enable Name option in the Viewport Display panel, when you select a stroke in edit mode, the name of the material is displayed near the first point selected.
Design reviewed by @mendio and @pepeland
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As the final stroke is not visible in Bound mode, at least display the current stroke while drawing to get a visual hint of what are you doing.
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Maniphest Task: T62130
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The bound box was not calculated for grease pencil objects.
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Recent changes to blendfile reading adding deferred reading of actual
data broke it, we cannot use the nifty `bhead + 1` to access data
anymore, since there is no guaranty that that block hass been fully
read.
Note that there is still one case in `read_file_thumbnail()`, however
loading of blendfile preview itself seems to be working fine... Maybe
@campbellbarton can double check that point (or knows of hands whether
it is OK there)?
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Some uninitialized colormanagement data was breaking RNA acces for them,
exposed in batch preview management when generating previews for scenes
because we have to backup/restore scene and all its settings
before/after rendering it...
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Do proper tagging for material changes, and avoid grease-pencil hack
in the relations builder.
The dependency graph code was forcing animation to be run for any
copy-on-write change of material. However, animation is not supposed
to be run on copy-on-write changes.
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Consistent with the 3D View
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Can not use undo node's total vertices count, it only contains
single PBVH node vertex count. Need to pass an entire key block
number of vertices.
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This commit possibly fixes the T58938.
The crash happens when a shader that is created in a rendering context is deleted and another shader with the same name/program of the deleted one is created in the same context and used in another context.
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- Consistent with other editors and modes
- Allows users to discover G R S keys
Maniphest task: T61556
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This is obviously not a perfect solution. However, to do proper
highlighting a more advanced Python parser would be necessary.
I think this patch implements a good heuristic to differentiate
between the cases when `@` is used for a decorator vs for
multiplication.
When `@` is directly followed by an identifier, it is interpreted
as decorated. Otherwise not.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4495
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Reported on Devtalk
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D4497
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Need to use original mesh to get virtual modifiers list, otherwise
key datablocks will not be properly taken into account (since evaluated
mesh doesn't have key datablock).
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Maniphest task: T62130
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This allows to have drivers on node trees.
Probably now it will be better to simply add parameters for any
ID node, to avoid such amount of manual work.
Initial idea was to not have nodes if it's not needed to avoid
any possible overhead. Having more robust system is probably more
valuable. We can always optimize overhead in one way or another.
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Sculpt Mode
Maniphest task: T62130
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Reviewers: brecht
Maniphest Tasks: T62359
Differential Revision: https://developer.blender.org/D4486
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When manually selecting a different image, this image will become pinned and
continue to show. The material node is not automatically modified as it was in
old Blender versions, only the image displayed in the UV editor.
Fixes T61239: confusing behavior when unwrapping non-square images. By showing
the relevant image by default it's more clear why it does aspect correction.
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Make sure we don't reallocate arrays in the pointcache when not needed, the
size of a memory allocation can be slightly bigger than the requested size.
Also, use consistent check for shared cached in copy and free functions.
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Maniphest task: T62130
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This is the wrong flag to check, no other code actually reads it.
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Fix T61152 Instanced Collections Don't Honor Viewport Display Setting
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