Age | Commit message (Collapse) | Author |
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Closer to Shift-Space, less awkward to access.
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This doesn't just apply to faces.
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We already have per mode copy/paste in mode specific menus.
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- Name "Context Menu".
- Make it more context sensitive.
- Remove some more obscure items.
Patch from @billreynish
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- Vertex/Edge Slide: Correct UV's = ON
- Extrude Along Normals: Even Thickness = ON
- Laplacian Smooth: Lambda Factor = 1.0
- UV/Image Editor: Normalized Coordinates = ON
- Render Image: Dithering = 1
- Image Sequence Auto Refresh = ON
See T54943
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This caused a glitch with COW, where forcing edge selection
caused the evaluated scene to enable this afterwards.
Now pass the selection mode as an argument to the draw function.
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Apparently the original `edit_btmesh` is being freed and the new one has to be referenced
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Note from revisor: Edit the error message to match the original one.
Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3351
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These needed to be using the COW evaluated data, instead of the raw bone
positions.
All other datatypes still need converting to work with this though.
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Add new Status Bar settings and minor tweaks to axis colors inspired by Andy's changes to the theme.
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This is already accessible via Shift-Space which can be accessed
easily with one hand.
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option enabled.
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Annoyingly, this was working as recently as yesterday...
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The 3D view menu can GL render from a single view
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This reverts commit 10e43c0aef38647d8904e758e36261c9ac0b6460.
After discussion, it's useful to have render menu
for more obscure render options.
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driver settings panel
This commit adds a new menu entry - "Edit Driver" - the RMB menu that
will show a popover panel displaying the settings for the driver you
activated the menu item on. This shows the popover panel defined in
yesterday's commit (GRAPH_PT_drivers_popover).
It is possible to edit the driver settings from this panel now.
However, do be warned that the functionality presented is highly
WIP still. There are some unresolved issues, such as:
- The popover disappears too easily on any mouse movements/clicks
on anything, making the panel less useful right now than it should.
- The layout still needs refining. Currently the layout that's there
is a bit of a placeholder until we can play around with it a bit
more to see/feel what feels good/right or what is too much.
- The "Open Drivers Editor" on the bottom of the panel doesn't work.
There are some tricky context tricky things that need to happen here
to make that case work, since the operator button won't have the necessary
context info.
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Use this for undo/redo, copy/paste & preferences.
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The implementation is pretty straightforward.
In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.
There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.
Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.
Therefore, I've decided to not implement that for now, we could still look into it later on.
In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.
[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"
Reviewers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D3171
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This fix applying the following modifiers:
* Boolean (working already)
* Array
* Mesh Deform
* Surface Deform
* Vertex Weight Proximity
This function was to return evaluated mesh. So it should get the evaluated
object at all times. So in this case it makes more sense to simply pass the
depsgraph (or in this case the ModifierEvalContext that contains both the
depsgraph and the flag.
Solution discussed with Bastien Montagne.
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These operators only need selected objects.
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- Toggle render window is in the window menu.
- OpenGL render settings in the 3D View menu.
- Playback animation in the render panel.
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- Adjusted order and names for better consistency.
- Group add/edit/delete into menu sections.
- Move UV/Vertex color into 'Face Data' menu, matching 'Edge Data'.
- De-duplicate items between vertex/edge/face menu.
- Remove undo/redo menu (to be moved into 'Edit' menu).
- Remove Auto-Merge & Proportional Editing
(already available from the 3D view).
Patch from @billreynish w/ edits
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Follow up for 9406a1f19570.
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region overlap (for headers-on-bottom) into account
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length ("lens") parameter was changed directly
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other armatures
This was actually due to missing COW flushing of pose data on the "other"
objects (only the active object was getting tagged for updates).
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The following operators are fixed in this commit
* POSE_OT_select_linked
* POSE_OT_select_grouped
* POSE_OT_select_mirror
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Was breaking static override chaining (static override of a linked
datablock that is already a static override in it original lib file).
Dummy mistake, thanks to @dfelinto for finding the bug.
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574c0fe38f332bd97c588029c0075ecba1fe19cd caused complications
restoring the cursor.
Use WM_cursor_modal_set/restore which is intended for operator use,
calling ED_region_cursor_set after an operator runs isn't reliable.
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Fixes bug with changes to properties not being flushed to the COW data.
It fixes T55144.
This is the part of rBb4b745b72064 that is required although slow.
Which was partially addressed but the rest of the commit, which in
turn broke things. So for now let's get RNA to flush slow cow, and
deal with the consequences.
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Collections created in library file versioning need to be set as coming
from the library, otherwise they get freed on undo.
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