Age | Commit message (Collapse) | Author |
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Own error in 928becec60d16, move cursor drawing to single location.
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- Add missing tooltips to Quick Effects and Subdivide Edge Ring
- Add proper tooltip to the Bevel operator
- Clearer tooltips for the extrude operators
Plus a few other tweaks
Suggested by users on Devtalk.
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Was too easy to do by mistake while attempting to zoom.
Unfortunately it seems like it's not currently possible to add zooming to the Knife modal keymap, so this is still missing here.
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This matches bpy.ops.object.shape_key_remove(all=True) in behavior.
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Patch by Valentin (Poulpator)
Differential Revision: https://developer.blender.org/D4746
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This can easily happen if adding drivers through Python via
pose.bones[...].bone.driver_add(), e.g. in Rigify code: the
bone field doesn't change id_data, so the driver is associated
with the object ID.
To handle this it's necessary to skip from Object to data in
RNA_Bone-specific code both for generic RNA and in the custom
code for drivers. The latter also had to be changed to use the
proper parsed RNA pointer instead of string matching on paths.
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Usually the brush type is correct, but for some old files the brush could be a not valid type. In this case, returns the object active material.
This is related to T61413
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Fall-through without label or default after it.
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There is a significant precision loss when converting large float values to int.
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Should have been done as a part of 9f681bea68f.
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Solves crash loading volume Cycles regression files.
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Not really noticeable for users, since the compiled code is the same,
but semantically this is incorrect.
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See d83a72ec104ce9.
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Same as popular DCC app.
This means having to change Bevel to Ctrl/Cmd-B
Also fix missing shortcut for Extrude in Curve Edit mode.
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Note: Some adjustments were made compared to the diff mainly for code
readability and made the default ball size 150px.
Reviewed By: fclem
Differential Revision: http://developer.blender.org/D4793
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Was use by sculpt mode but that's not used anymore.
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Workbench/Eevee now displays multiple multi-materials correctly.
Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.
This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
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Makes the file browser operator property region (lower left) dynamically
sized to content. Previously, the default size would work really badly
for file browsers opened in small windows, e.g. to install Add-ons from
the preferences window. It would be mostly empty but use lots of space
then.
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It was crashing due to array out of bounds access. This is not a great fix,
but brings back behavior the same as before now. Perhaps images that failed
to load should be stored separately somewhere.
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This makes more easy to manage the color, specially for advanced brushes with pinned materials.
Reviewers: @pepeland, @mendio
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Still can use more tweaks and icon reorganization, but this gets us closer
to the intended design so we can evaluate it. Ref T61561, T63521.
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Same as previous commit, just few lines to the bottom.
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Was required to have AV-sync enabled. and then simply play playback
would have triggered an assert.
In release builds the sync would have happened to a wrong frame.
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using an image
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4789
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Quite straightforward change, which makes it so audio handles are
only created inside of evaluated datablocks.
Exception is adding sound strip to the sequencer, which needs an
audio handle to query length and number of channels. This is done
by temporarily loading sound file into an original datablock, and
then tossing it away.
There is an assert in sound.c which verifies that audio system is
used from an evaluated domain, which should help porting all the
cases which are likely missed by this commit.
Some annoying parts:
- `BKE_sound_update_scene()` is iterating over all bases, and does
special ID tags to see whether sound has been handled or not
already. This can not be done the old fashion now.
Ideally, this will be done as a speaker datablock evaluation,
but seems that would require a lock since audio API is not safe
for threading. So this is not a desired way i'd say.
Possible solution here would be to iterate over ID datablocks
using dependency graph query API.
- Frame jump needs to call `BKE_sound_seek_scene()` directly
because there might be some flags assigned to the scene which
could be clear after operator execution is over.
Need to verify if that's the case though. This is a bit hairy
code, so sticking to a safest and known to work approach for
now.
- Removed check for format when opening new sound file.
Maybe we can have some utility function which queries channel
and duration information, leaving the caller's code clean and
tidy.
Tested following cases:
- Adding/removing/moving sequencer's sound strips.
- Adding/moving speakers in viewport.
- Rendering audio.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4779
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This allows to have scene and speaker copy-on-write executed without
interrupting the playing sound.
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Allows to identify where the strip came from.
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The sound handles are still in the original datablocks, so it's easier
to test since there should be no functional changes.
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Needs to be done in order to localize sound handlers to the evaluated
IDs only. This commit might not be fully optimal, since it does more
things on every scene update request, but that will be solved by the
upcoming change which will put those updates to a dependency graph.
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The idea is to make that responsible for dealing with
things like audio update on frame jump and such.
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Currently only adding, removing and transforming strips. Most likely more
tags is needed.
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Just adds sequencer operation and links possible sound ID to it.
No functional changes, just moving towards sound system integration
into the dependency graph.
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Currently those IDs are not covered by copy-on-write mechanism since
that ruins the current design of BKE_sound, But this change allows to
move towards system where sound handlers are only valid for an evaluated
ID datablocks.
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