Age | Commit message (Collapse) | Author |
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Metadata" is checked
The 'metadata from sequencer strip' system was using the
`stampdata_from_template()` function, which ignored the 'Use Labels'
setting.
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Deformation of subdivision surface modifier was using wrong coordinates
for the coarse mesh: as the modifier flow goes the coordinates are to be
taken from the input array of coordinates.
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Editor
This change is two-fold:
- Ensure the result of the F-Curve evaluation is stored on the FCurve
object. This was done in 2.79 but lost when we moved to more granular
per-curve evaluation from the depsgraph.
- Flush this result from the CoW copy back to the original.
Reviewed by: sergey
Differential Revision: https://developer.blender.org/D5888
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The tricky part here is to support a hidden parent and a "visible" child
collection. In this case the object should obviously be invisible. It is
all working now.
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This fix T67162.
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Modifier stack evaluation would copy mesh settings other than mesh topology
automatically, outside of the individual modifier evaluation. This leads to hard
to understand code, and makes it unclear which settings are available in following
modifiers, and which only after the entire stack is evaluated.
Now every modifier is responsible to ensure the mesh it outputs preserves materials,
texture space and other settings, or alters them as needed.
Fixes T64739: incorrect texture space for various modifiers
Differential Revision: https://developer.blender.org/D5808
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These were only strictly valid for texture space calculation, don't store them
since they should not be used after that. Only store a flag to indicate if the
auto texture space has been evaluated.
In the future it might make sense to store bounding boxes at the mesh level to
speed up bounding box computation for multiple objects using the same mesh, but
then it will need to be implemented differently.
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This fixes the regression from T70103 introduced by the fix for T70103.
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Tag depsgraph update as a part of cache invalidation.
Author: mdewanchand
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D5718
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If there aren't modifiers or they are not transform type, the rotation is not needed.
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space issues"
This reverts commit e7a514369fe700dcc5a1fe433c8f709ed9595ded, it introduces
a bug in selection in edit mode.
Fixes T70103: can't select extruded Vertex
Ref T64739
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The BVHTree was erroneously marked as not cached.
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Resolves T64320
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Do proper segment clamping to a proper value.
Thanks Brecht for pair-coding!
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Importing an Alembic file with a relative path is now also possible.
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Steps to reproduce were:
* Add a new collection
* Put an object into it
* Exclude the selection (the checkbox in front of the name)
* Enable "Local Collections" in any viewport
-> Crash
Did not skip the excluded collections, causing an unsuccessful object
lookup (returned null-pointer).
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This behavior was accidentally changed in 3e6f37b9, now it works compatible
with 2.79 again.
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From rBe7a514369fe70, since I did not have time to do proper review
in D5808...
Note that we could also consider that shallow copy of src should never
be dst of that function and add some asserts instead. For now going the
safest and simplest way though.
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This is a regression since PBVH was introduced for weight paint.
The solution is: treat subsurf and multires modifiers as deforming
ones for the weight painting. This is an easiest solution to make
PBVH use subdivided location of original vertices.
This change could simplify some of the weight paint by removing
the grids check, since PBVH is not supposed to be built from grids
in this case anymore.
Differential Revision: https://developer.blender.org/D5751
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Is intended to be used to generate an array of coordinates of coarse vertices
placed to the final subdivided position.
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The problem was that the object and collection pointers in Base and
LayerCollection would get lost of file read. Normally such ID pointers would
be resolved by pointing to an ID_ID placeholder which has the datablock name,
and then replacing it will the real datablock. However ID_ID is only written
for directly linked datablocks.
This adds the concept of an indirectly linked datablock with a weak reference
to it. For this we write an ID_ID_WEAK_REF code, which is a reference that
will only be resolved if the datablock was read for another reason.
Differential Revision: https://developer.blender.org/D4416
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Modifier stack evaluation would copy mesh settings other than mesh topology
automatically, outside of the individual modifier evaluation. This leads to hard
to understand code, and makes it unclear which settings are available in following
modifiers, and which only after the entire stack is evaluated.
Now every modifier is responsible to ensure the mesh it outputs preserves materials,
texture space and other settings, or alters them as needed.
Fixes T64739: incorrect texture space for various modifiers
Differential Revision: https://developer.blender.org/D5808
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Just some higher level functions to access topology information.
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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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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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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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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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This was caused by a missing copy of the recently adding 3D viewport shading
ID properties.
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linked.
Another sneaky bite from the infamous private ID data: While those
monsters are not in bmain, the actions used by their animdata are
regular cute little ID's, living with the herd in the safe and sound
Main DB...
So we have to be careful not to propagate the nasty black magic
required to handle the formers when we duplicate their animdata.
Saying it again: private ID datablocks should never have had their own
animdata & actions, this is endless issue also with RNA paths... And
makes copying of animation between materials and such needlessly
complicated.
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Whole animdata copying code would need much more love, but we can as
well sanitize some pieces of it when we hit them, for now.
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UVMap is now named 'UVMap'
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When enabled prefetching(preview panel>view settings), a pernament running job
is created, that will render frames in the background until the cache is full.
If the cache is not filled fast enough, prefetch job suspends itself
at the last moment and will wait until it has chance to "catch up".
Effectively this will decouple rendering to separate thread, so rendering
itself is a bit faster.
Cache recycling behavior will be changed to "free furthest frame to the left
of playhead if possible, otherwise rightmost frame".
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5386
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Broke after recent changes for DNA default initialization.
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Support per-viewport collection visibility options.
Note 1: There is no way to show a collection that was not visible before
due to depsgraph. Otherwise we would risk having all the collections in
the depsgraph and I believe this is not the idea.
An alternative would be to have a new depsgraph for viewports that are
not local. Something to keep in mind if we do per-viewport current frame
in the future.
So for now what we do is to only allow collections visibility to be
disabled/hidden in this mode.
Note 2: hide_viewport (the eye icon) doesn't really matter for
depsgraph. So after the merge we can still ignore it to show the
collections locally in a viewport with no problems for the depsgraph.
Reviewers: brecht, sergey
Subscribers: billreynish
Related task: T61327
Differential Revision: https://developer.blender.org/D5611
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Correct the code to actually do what the comment says.
This fixes an issue where the curve would flip 180 degrees under certain
conditions.
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The problem was when the material slot had something, but the material was NULL.
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As the total of points was changed before free memory, if the total was lower than before, the remaining points were not released.
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