Age | Commit message (Collapse) | Author |
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property-search-highlight-tabs
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property-search-start-end-operators
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property-search-highlight-tabs
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property-search-highlight-tabs
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property-search-start-end-operators
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property-search-add-theme-color
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property-search-move-context-to-panel
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When developing the image draw engine I wasn't aware of this option. But
now it is back.
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The bounding box is not updated in the original object when the function is called using evaluated object and keeps wrong while the object is not edited or the file saved.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D8565
Notes: Minor changes done in the patch following review comments.
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During undo/redo read code is expected to clear the `OB_MODE_EDIT`
bitflag of `Object.mode`, for some reasons.
This was not done anymore for re-used Objects, we need to add a special
handling case for that too.
Should be backported to 2.90 and 2.83 (will probably not be straight
forward for the latter).
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The operator's return was ignored by the gesture ops that always
returned `OPERATOR_FINISHED`.
This ends by adding a undo step that brings no change.
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Oversight in 411c5238a2fef ignored sticky selection.
Use 'uvedit_edge_select_set_with_sticky' to make sure
sticky options are respected.
Also skip checking the existing selection since that only checks the
current UV, not all connected UV's which is needed for sticky selection.
The extra checks to avoid updating UV's isn't such an advantage as
only meshed in the selected region are tagged for updating.
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Write custom properties (aka ID properties) to Alembic, to the
`.userProperties` compound property.
Manifest Task: https://developer.blender.org/T50725
Scalar properties (so single-value/non-array properties) are written as
single-element array properties to Alembic. This is also what's done by
Houdini and Maya exporters, so it seems to be the standard way of doing
things. It also simplifies the implementation.
Two-dimensional arrays are flattened by concatenating all the numbers
into a single array. This is because ID properties have a limited type
system. This means that a 3x3 "matrix" could just as well be a list of
three 3D vectors.
Alembic has two container properties to store custom data:
- `.userProperties`, which is meant for properties that aren't
necessarily understood by other software packages, and
- `.arbGeomParams`, which can contain the same kind of data as
`.userProperties`, but can also specify that these vary per face of a
mesh. This property is mostly intended for renderers.
Most industry packages write their custom data to `.arbGeomParams`.
However, given their goals I feel that `.userProperties` is the more
appropriate one for Blender's ID Properties.
The code is a bit more involved than I would have liked. An
`ABCAbstractWriter` has a `uniqueptr` to its `CustomPropertiesExporter`,
but the `CustomPropertiesExporter` also has a pointer back to its owning
`ABCAbstractWriter`. It's the latter pointer that I'm not too happy
with, but it has a reason. Getting the aforementioned `.userProperties`
from the Alembic library will automatically create it if it doesn't
exist already. If it's not used to actually add custom properties to, it
will crash the Alembic CLI tools (and maybe others too). This is what
the pointer back to the `ABCAbstractWriter` is used for: to get the
`.userProperties` at the last moment, when it's 100% sure at least one
custom property will be written.
Differential Revision: https://developer.blender.org/D8869
Reviewed by: sergey, dbystedt
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The last usage was removed in {rB4eda60c2d82de0d7f7ded8ddf1036aea040e9c0d}.
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Reviewers: sebbas
Differential Revision: https://developer.blender.org/D8888
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Armature properties still had to be made overridable.
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Regression introduced by {D8234}; GPU textures can be requested without
an image user.
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Especially with new undo/redo it is even less recommended to perform
complex operations in those callbacks, they should remain as fast and
localized as possible.
Also updated the section about undo/redo a bit.
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results in Crash.
RNA diffing code was not dealing properly valid NULL PointerRNA (like
the empty texture slots of a ParticleSettings e.g., which were cause of
crash in that report).
To be backported to 2.90 and 2.83.
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Raise an exceptions when adding vertex groups to object types
that don't support it.
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Running `bpy.ops.script.reload()` from Python was crashing
since the operator being called was it's self freed.
Change the reload operator to defer execution - as supporting
re-registration during execution is quite involved for a corner-case.
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Tiled texture uses different texture structure than normal textures.
Normally we add dummy textures and use them, but I found it cleaner to
have 2 shaders and use the correct shader.
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in Local View
Hiding a collection should hide all children objects even when we are in Local
view with one of them.
Note from reviewer: We are doing this already for local collections. So
may as well do it when hiding the collections for the entire view layer.
Developer details: In function "BKE_object_is_visible_in_viewport" object flag
BASE_VISIBLE_VIEWLAYER wasn't being checked when we were in Local view,
It's now changed so that it's checked even if we are in Local view.
And this function was called by some viewport draw functions to check if it
should draw an object or not.
Maniphest Tasks: T72584
Differential Revision: https://developer.blender.org/D7894
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Use a bespoke pass for running property search in a panel region.
While this method results in more code, it doesn't reuse the panel
search, which has a few benefits:
1. It's possible to exit early when a results is found for a tab. Although
this doesn't affect worse case performance, in general it's a benefit.
2. The code for searching all tabs in the properties editor becomes
much simpler.
3. There should be other performance improvements, as the search
code can skip everything not related to search.
This is accomplished by ED_region_panels_layout_ex in area.c, which
was a bit too long of a function anyway.
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Use the enum instead of a boolean. Exibit n°5512 where typecast
warning would have find the error.
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And also enable pass names when using `--debug-gpu` option.
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This was caused by a left over DRWPass->state modification
that made the subsequent samples redraw without Blending enabled.
This led to incorrect blending.
The fix is to use the new API for pass instancing.
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Also added code so that exact solver does the whole collection at once.
This patch allows users to use a collection (as an alternative to Object)
for the boolean modifier operand, and therefore get rid of a long modifier stack.
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Python 3.8 changed handling of constant values in its AST tool.
This code should work on both officialy supported 3.7, and newer 3.8,
for now.
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Rendering only to the depth buffer seems to need a valid fragment shader
with a color output on some platform.
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Incorrect code folding in recent commit
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Entering edit-mode after creating shape keys on a blank mesh would crash.
Regression in 9b9f84b317fef which prevented initializing empty
shape keys when there is no shape key offset data available.
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Printing an evaluated view layer would show:
Evaluated Scene 'Scene'
- Now __repr__ uses the __str__ fallback for evaluated data,
as done in other situations where we can't create a string that
would evaluate to the data.
- __str__ now shows when the data is evaluated.
- __str__ always includes the memory address
(which was previously only shown for structs without a name).
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Use correct owner_id types for depsgraph view_layer properties
instead of inheriting from the Depsgraph which is set to NULL.
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