Age | Commit message (Collapse) | Author |
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Knife project switches out of vertex selection mode, but wouldnt do this
for all participating meshes.
Logic in edbm_select_linked_pick would switch the viewcontext multiple
times and the meshes selectmode was not in sync then, leading e.g.
finding a vertex in 'unified_findnearest' (because last of the meshes
selectmode was SCE_SELECT_VERTEX), but then later in
'EDBM_elem_from_selectmode' other meshes selectmode was not matching
SCE_SELECT_VERTEX, leading to crash...
Reviewers: campbellbarton
Maniphest Tasks: T68852
Differential Revision: https://developer.blender.org/D5536
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The BKE function already does this checking.
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As the layer and frame memory was duplicated, the pointers were connected to old data. This was solved when saved the file, but this was a bug. Also this required a duplication and clean all listbase items.
Now, instead to duplicate and clear memory for layers and frames, just create a new layer and frame. This solution fix the problem, it's faster and also keeps the code cleaner.
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Expanding operator names could buffer overrun.
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It makes much more sense to use the build timestamp of the Blender
binary used to generate that manpage, than the current time.
As a bonus, when Blender building makes use of the SOURCE_DATE_EPOCH envvar
(through CMake, since previous commit), this also propagate automatically
to that man page.
Inspired by D5756 by Bernhard M. Wiedemann (@bmwiedemann), thanks.
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Use cmake TIMESTAMP for BUILD_DATE+TIME
this simplifies code a lot
and even makes it more portable to other platforms
TIMESTAMP is available since cmake-2.8.11 ; blender already requires
cmake>=3.5 so that is fine.
Note that with CMake>=3.8, if defined, the SOURCE_DATE_EPOCH envvar
will be used by CMake here.
Reviewers: mont29, campbellbarton
Reviewed By: mont29, campbellbarton
Differential Revision: https://developer.blender.org/D5760
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This texture is used for missing textures as replace.
Differential Revision: https://developer.blender.org/D5845
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ED_sculpt_end_transform in sculpt mode
followup to rB67310ed97618, thx @mano-wii for the heads up.
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This commit also removes the name "voxel" from the messages because this function
is now used for the voxel remesher and quadriflow.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5842
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This was caused by rB309cd047ef46.
Above commit introduced code that would skip early for sculptmode
(leaving out the neccessary createTransPaintCurveVerts).
Reviewers: pablodp606, jbakker, mano-wii
Maniphest Tasks: T70006
Differential Revision: https://developer.blender.org/D5837
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Particularly noticeable when vertex painting with a subsurf modifier.
In some cases every sculpt or paint stroke step would evaluate the dependency
graph. This should only happen for redraws. Now more selectively choose if the
dependency graph should be evaluated to initialize the view context. Doing it
in the view context evaluation is somewhat hidden, now it's more explicit.
Differential Revision: https://developer.blender.org/D5844
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Just some higher level functions to access topology information.
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That code is simpler and more general (not limited to some specific
values of thread numbers). It still gives similar default chunk size as
what we had before, but handles smoother increase steps, and higher
number of threads, by keeping increasing the chunk size.
No functional change expected from that commit.
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When the grab brush was used in an empty frame, a new frame was created, but as the depsgraph was no tagged, the evaluated data was wrong and the Grab hash failed.
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If children hairs were displayed in particle editmode, these would not
update when a particle was deleted.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D5840
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crashes
The static mesh issue described in T65816 has been resolved by @Sergey
in T60094.
This commit fixes the last bit of the puzzle, which was two-fold:
- A missing depsgraph update when setting `orig_object.data = new_mesh`
from Python. Thanks @Sergey for providing the fix :)
- Properly locking the interface while exporting. This prevents crashes
as described in T60094. The previous approach of calling
`BKE_spacedata_draw_locks()` was not enough.
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5831
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The subversion should just be bumped for cases like this, it doesn't cost
anything and functioning correctly is most important.
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This reverts commit b962aca8003de89683c87c4da348579f756b75cd. We may revert
to the fullscreen file browser if it's not good enough by the time of the 2.81
release. But then it first needs some changes since the in between state now
is not good enough either.
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Reviewed By: jbakker
Maniphest Tasks: T69984
Differential Revision: https://developer.blender.org/D5823
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This allows to create different effects with some brushes that use the sculpt plane.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5818
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Fullscreen as in, maximized area.
This may be a temporary change until we consider the temporary window
mode as working well enough.
Note that you can still enable the windowed mode in the Preferences
(Interface > Editors > Temporary Windows).
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Addes a Preference setting to choose between opening new file browsers
in a maximized area (like with the old file browser) or in a new window
(like the new one).
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Moves the render display type (to choose between rendering in a new
window, in a fullscreen area, in an Image Editor, etc) from the scene to
the preferences.
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Will be put to use in followup commits.
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Use a shared tile freeing function.
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The active object can be `NULL`, which causes a segfault in
`BKE_object_is_in_editmode(NULL)` (and if that were made NULL-safe, the
segfault would happen further down in `object_remesh_poll()`).
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The old min/max options specified the target min/max values, they didn't
act as min/max operators. So the versioning code should be adjusted
accordingly.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5828
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These asserts are too simple and triggers false positive.
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Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
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The new paint cursor (introduced in rBe0c792135adf) could crash for 2d
painting without an active object.
Note there are still drawing asserts (because we are mixing 2d and 3d
drawing in 'paint_draw_cursor'), but these will be handled in a seperate
commit.
part of T69957
Reviewers: jbakker
Maniphest Tasks: T69957
Differential Revision: https://developer.blender.org/D5820
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Reviewers: brecht
Differential Revision: D4997
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Start happening after 9ecbd67dfb67, but code was already wrong.
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Curve edit points could disappear when the deformed curve is out of view
area. Fix similar to rB0f983e854052.
Reviewers: jbakker
Maniphest Tasks: T69687
Differential Revision: https://developer.blender.org/D5748
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Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5816
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Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5815
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When starting automaking from a boundary vertex it was only updating the automasking factor in connected boundary vertices. This also fixes other similar functions like mask expand or dynamic mesh preview.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5812
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This commit makes the pose brush easier to control. It also includes a refactor of the pose brush init code.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5761
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Depth test must default to off for drawing outside the 3D viewport and
overlays like cursors.
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The `do_update` variable wasn't set after changing the `progress`
variable, causing the GUI only to update on redraw (f.e. when the user
was waving the mouse around).
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variables
Using pointers instead of references when passing progress variables
makes the C++ code more in line with the C code (as it doesn't transform
pointer parameters to reference parameters). Also makes it easier to
spot when a common Blender pattern is implemented incorrectly (fix will
be in the next commit).
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Display of velocity and acceleration units should be affected by unit scale.
Arguably the behavior of the physics simulation should be for gravity to remain
constant, but such design changes are outside the scope of bug fixing. At least
the UI should correctly reflect what the physics simulation will do.
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