Age | Commit message (Collapse) | Author |
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Use Python's native raw formatting instead, which should take care of any issues
we may face.
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In short, the settings to expand/collapse the Particles Animation Dopesheet expander
were no longer getting exposed, so the F-Curves attached to the particle settings
were not showing up in the channels list as that section was collapsed and couldn't
be opened from the UI.
Early on during the development of 2.8, we originally wanted to completely remove
the Particle System. Eventually that decision got walked back, and so particles
were reinstated. Well... most of the relevant code was! One of the areas that was
the most messed up during this process was the animation editor support for these
channels. It seems that there was almost a two-step removal process here -
the first pass tried to keep the channel definitions while removing all references
to particle stuff, while the second pass tried to remove the definitions completely
and/or re-added them in the wrong places, etc. To say the removal/reverting history is
here is "colourful" is an understatement...
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Better to communicate the current state clearly until this is supported,
for now only object visibility can be animated.
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Support only basic operations: new/add/subtract.
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This refreshes on cursor motion so it's worth avoiding redundant
updates, especially for multi-object edit-modes where many objects
aren't even near the object being selected.
This commit also moves to passing eSelectOp to circle select functions
in preparation for adding a select mode tool option.
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Needed for circle select to replace the current selection.
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Reviewers: brecht
Maniphest Tasks: T62053
Differential Revision: https://developer.blender.org/D4432
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This doesn't support multi-object editing, no reason to check others.
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This reverts commit b104b3cdcff and 04baefcc2fc. Changes to core UI like
this should go through review, and doing them during Beta development is
not generally the right moment unless they fix an important problem.
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Was caused by another fix in the area, and root to the wrong though that
transformation is only initialized from a fully evaluated dependency graph.
The latter one is not a case when changing transformation mode.
Solved by copying transform to an evaluated object.
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The intention was to disable constraints prior evaluation of
the object.
Spotted by Campbell, thanks!
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Two changes:
Removed the explicit version for the macOS SDK, recent
versions of Xcode have a symlink to the newest SDK.
Fixed the build script for OpenMP by removing extra ' marks that
install_name_tool took literally and replaced INSTALL_PATH with
INSTALL_DIR.
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Previously a modifier key-map type only worked when the same key was
enabled as a modifier as well.
This allows for users to assign an action to double-tap-shift for eg.
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Also no need to map the event type for inactive keys.
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Lasso actions that only de-selected were handled as if nothing changed.
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Regression in recent transform changes.
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Without this it's impractical to subscribe to any change to the cursor.
Fixes T61969 by having gizmos update on any change to the cursor.
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Also use double indent instead of mixed tab/spaces.
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Split SEQUENCER_PT_proxy to:
SEQUENCER_PT_proxy_settings
- global settings and operators
SEQUENCER_PT_strip_proxy
- proxy settings per strip
Author: Guillaume M (mathers)
Reviewed by: ISS, campbellbarton
Differential Revision: https://developer.blender.org/D4262
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Workaround to tranform feedback not working on mac.
On some system it crashes (see T58489) and on some other it outputs
garbage (see T60171).
So instead of using transform feedback we render to a texture,
readback the result to system memory and reupload as VBO data.
It is really not ideal performance wise, but it is the simplest
and the most local workaround that still uses the power of the GPU.
This should fix T59426, T60171 and T58489.
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Use correct hierarchical nesting in camera and mesh obdata properties
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Enums don't work well when expanded vertically like this
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Make hierarchy more clear and consistent in Render, Object and Particles
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Now it will be simpler for code jsut wanting to preserve custom normals
around to set them, without having to add same boiler plate code all the
time around actual code.
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Currently modifier stack assumes there are no poly normals data passed
around, so in case a modifier generates such data, it has to clean it up
after usage.
Whole handling of normals is a bit annoying and week currently, we can
probably enhance that once fully per-mesh item type cddata masks are in?
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Not a bug, but supporting preservation of custom normals in that
specific modifier makes sense, in game pipeline contexts.
Could also ease work of IO add-ons that want to export
triangulated geometry...
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We only had one to set those flags, up til now...
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Nicer alignment in Vertex Groups panel
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* Group Export with Save, Save As, Save Copy.
* Group Import with Link, Append.
Suggested by @fsiddi
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Mirror order of items as in 'Add' object menu.
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* Move Revert, Recover Last Session, Recover Auto Save to its own sub-menu.
Had three entries of the same category, and solves user reports on "Revert" being dangerously accessible under Open.
* Move up Link, Append, Import, Export as they are used more often than e.g. Save Startup File.
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Now always refresh when the material changes. Depsgraph tag moved out
of the refresh function since that gets called on depsgraph update,
which should not trigger a second depsgraph update.
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Can't do cross-device renaming, so put temporary file in same folder as
output file.
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* Remove single item Armature sub-menu. Add Armature straight away, unless the menu is expanded (like with Rigify enabled)
* Group Light and Light Probe between separators
* Move the lesser used Speaker item below Camera
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Original optimization idea was wrong: it is possible that some other
ID would reference an object which is also used by a base.
Rolled back to a bit more fragile solution.
In the future would be nice to make it somewhat less duplicated with
the builder itself.
Fixes assert failure (and possibly crashes) when adding grease pencil
object and switching to a draw mode.
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While it's kind of common to use camel case in C++ this is not
currently agreed style for C++ in Blender.
Got confused by working on other areas with 3rd party libraries.
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-Rename 'Specials' menus to 'Context' menus for Grease Pencil
-Make Grease Pencil contextual menus follow the design of the regular contextual menus more
-Add more useful operators to the contextual menus in the paint modes
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