Age | Commit message (Collapse) | Author |
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This option from the very beginning of its existence needed more work
to make it work correct and this was never done.
This option was working fine during continuous playback, when there
are no skipped frames, but it was failing when AV-sync of framedrop
was enabled.
It was never working correct when jumping between frames, including
rendering on a farm which usually does frame-range based rendering.
With copy-on-write things became even more tricky, since the "stuck"
flag was never preserved between re-evaluations.
Fixes T65683: Sticky Option in Floor Constraint for Bones Not Working
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The mouse offset was inverted (the widget was going the opposite direction as the
mouse movement).
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Since we exposed the editors sub-types to the type editor selector, this template
no longer shows in the head, but in the type editor selector.
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This was broken since: 06fe2a5e0c5d6202864701cf7fd800e4906057c9
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The `imp` module has been deprecated since Python 3.4, and is replaced
by `importlib`.
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The old name was not meaning what this option does. Dtected while writting the manual.
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Now the modes are reset for grease pencil objects.
Differential Revision: http://developer.blender.org/D5138
Reviewers: @dfelinto
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This is not a critical issue, and it's important to have tests always passing.
Ref T65963.
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This works for most situations, however if you have:
```
A
|-> B
|--> C
```
And only A and C are selected, C will be shown nested under A, instead
being by its side.
I still have to think on how to address these cases since they are
slightly misleading.
Related: T65263.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5134
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It's now always on shift + RMB drag, regardless of the keymap.
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This makes things work more similar to 2.79 until there is a toolbar for
mask editing. Select & slide is now always on the left mouse button.
For the LMB keymap the context menu is on the right mouse button. For the
RMB keymap the select & move is on the right mouse button, which is almost
the same as select & slide but for historical reasons there is still a
distinction.
Differential Revision: https://developer.blender.org/D5070
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This reverts commit 9ec8887599b1c14dac47cca1a073fa50b333d5ee.
Causes assert when selection changes modes.
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Gizmo group types now store a user count so they aren't unlinked
while other tools are using them.
The tool system now works with multiple windows.
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Changing the workspace or mode from one window may need to change the
active tool in another window since two different workspaces
may share an object.
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This wasn't working with multiple windows,
WM_toolsystem_do_msg_notify_tag_refresh could use a workspace
from a different window to the screen that owned the area.
Instead of fixing, remove these since they aren't needed anymore
since changing modes now refreshes the tool system.
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Introduced in recent commit c93af8529dfec
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This is a partial solution for T62446 while we prepare a way to hide the cursor all the time.
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There was a mistake in the shading group name.
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* Mask Display menu is now part of the header
* Sidebar now has a separate Mask tab
* Add context menu when in mask mode
Differential Revision: https://developer.blender.org/D5102
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Reviewers: brecht, billreynish
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5141
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The bias is done using the DRWView now, no need to double it.
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All Shaders inside DRW should use gl_PointSize.
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The prefix DRW_ must be used only for modules inside Draw Manager and not in the Engines.
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This is a part of T66099.
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The control points were clamped to the stroke thickness due the last stencil change.
Now, the shading group is not clamped.
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Newer OpenSubdiv brings fixes and improvements for non-manifold meshes,
which fixes some crashes we've experienced in the recent past when using
Gregory patches.
Additionally, thing new version of OpenSubdiv brings sparse patches,
which allows to multi-thread topology refinement step.
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This simplify the code and add an example use of dual source
blending.
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This one enable dual source blending, enabling more fine tuned
blending parameters inside the shader.
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The edit mesh is culled by object. When the object is not visible on
screen, the edit mesh may still be visible. This change will not cull the
edit mesh anymore.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5144
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This is not supported, meshes do not exist in the BVH before displacement.
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Blender startup time and shader compilation is a big factor when running
hundreds of tests, so now all renders in the same ctest run in the same
process.
This was previously reverted due to skipping other tests when one test
crashed. Now if a test crashes, Blender is re-run with the remaining
tests so we get results from them still.
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Use PROP_XYZ instead, and user Slider=True to make them display as sliders in the UI
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Needed for tools not to unlink each other with multiple windows.
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The gizmo would only added if the gizmo type wasn't already linked.
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Also comment corrections.
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