Age | Commit message (Collapse) | Author |
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Old name was a bit confusing/misleading, esp. since previous commit.
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NOTE: This change shouldn't have any visible effect. It's just the
first (easiest) step towards decoupling gizmo redraws from viewport
redraws.
We currently redraw the entire region whenever a gizmo needs redrawing,
which would be nice to avoid in the future, see T73198. The first step
towards this would be having a separate tag for them, which is what
this patch implements.
The term "editor-overlays" was chosen because for the forseeable future,
we'll also have to redraw non-gizmo overlays in-between drawing 3D and
2D gizmos. Namely annotations.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6838
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Reported in T71112
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Previously any of the named views could not have any roll,
this commit supports roll as long as it's axis-aligned (90,180,270 deg).
This is useful for snapping to views,
an improvement on cebd025e02f11.
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This makes auto-perspective work as expected
when orbiting out of a snapped view.
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- Replace 'unsigned' used on it's own with 'uint'.
- Replace 'unsigned const char' with 'const uchar'.
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Resolves crashes when edit-mode undo data wasn't included
because it wasn't visible, also resolves T73416.
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Resolves T69450
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- New bespoke icon for the universal brush toggles
- New icon for Redirected Folder (currently unused)
- New icons for handle types (Auto Clamped, Auto, Aligned, Vector, Free)
- New icons for Sequencer Text Strip anchor (Top, Bottom, Left, Right, Centre)
Thanks to Andrzej Ambroż for the new icons
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- Remove the only_render arg from ED_editors_flush_edits
was only used in one place, the '_ex' version can be used instead.
- Split out the single object version of this function as currently
flushing is being done in-line, often only accounting for edit-mode,
ignoring sculpt mode for e.g.
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Changes to Info Editor making it easier to read. Only visual changes, no functional changes.
Differential Revision: https://developer.blender.org/D6491
Reviewed by Julian Eisel
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This function is a very special refresh function just for floating
regions. _initialize is more consistent with ED_area_initialize() so use
that too.
Also adds assert.
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Panel alignment was only updated when panel size changed. Now we can
also recognize changes in the category tabs offset and tag panels
for alignment updates.
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Blender supports locking vertex groups to prevent changes to the
weights. However, as mentioned in comments for D3837, it is hard
to use this because there is no interface for locking in 3D View.
This adds a red shade to bones that are associated with a locked
weight group during weight paint mode, as the first step to adding
such interface. The next step is adding a pie menu for lock/unlock.
Differential Revision: https://developer.blender.org/D6533
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Prepare to call this from gizmos.
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Only the active objects UV selection was checked.
This also avoids checking UV selection for every poll call,
now this is only done on refresh.
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This avoids a list lookup in Main (recently added), passing in a mesh
instead of an edit-mesh, since the mesh links to the edit-mesh.
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This allows to have annotation panels and grease pencil object panel at the same time.
Differential Revision: https://developer.blender.org/D6467
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It's simpler to support a single gizmo type for 2D/3D.
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Previously, compared to `Auto Merge` without `Split Edges & Faces`,
`Auto Merge` with this option ignored duplicates between selected
vertices. It only considered duplicates between selected vertices and
unselected vertices.
This is a regress and not a progress.
This commit implements this behavior, so this option matches the other
`Auto Merge`.
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Currently the islands are created depending only on the visible UVs.
This can be confusing because compared to Edit Meshes, islands are created based on the selected elements.
T68284 shows a case where this confusion is observed.
Differential Revision: https://developer.blender.org/D6502
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A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
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This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender.
With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser.
Therefore, code that is not yet aware of tiles will just access the default tile as usual.
The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9.
Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator.
The following features are supported so far:
- Automatic detection and loading of all tiles when opening the first tile (1001)
- Saving all tiles
- Adding and removing tiles
- Filling tiles with generated images
- Drawing all tiles in the Image Editor
- Viewing a tiled grid even if no image is selected
- Rendering tiled images in Eevee
- Rendering tiled images in Cycles (in SVM mode)
- Automatically skipping loading of unused tiles in Cycles
- 2D texture painting (also across tiles)
- 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders)
- Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID)
- Different resolutions between tiles
There still are some missing features that will be added later (see T72390):
- Workbench engine support
- Packing/Unpacking support
- Baking support
- Cycles OSL support
- many other Blender features that rely on images
Thanks to Brecht for the review and to all who tested the intermediate versions!
Differential Revision: https://developer.blender.org/D3509
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Adds theme settings to allow change of front and back faces of the Face Orientation overlay
Differential Revision: https://developer.blender.org/D6262
Reviewed by Jeroen Bakker
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Allows each File Browser list item in Volumes and System to use individual icons.
Differential Revision: https://developer.blender.org/D5802
Reviewed by Julian Eisel
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Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.
The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6367
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Previously the decimation would take the whole curve into account when
decimating and not just the selected part.
This also contains various smaller bug fixes for the fcurve decimation.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D6286
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This was an old bug which could be caused by saving after separating.
Changes from 79b703bb635e made this fail reliably.
Update shape key indices when they may be used again later.
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BIF_gl.h included hacks like redefining glew functions and a constant.
The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h`
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5860
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As a followup to rB6f4e595e9ba9 and as per @campbellbarton suggestion,
this adds EDBM_selectmode_disable_multi, similar to
EDBM_mesh_deselect_all_multi & EDBM_mesh_deselect_all, so other similar
uses don't need to be done in a loop.
Also, selected_objects isn't a reliable way to handle this case - since
objects can be in edit-mode & not selected, use
BKE_view_layer_array_from_bases_in_edit_mode_unique_data instead
Differential Revision: https://developer.blender.org/D6317
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Adds a `text` parameter to `bpy.types.uiLayout.template_ID()` which
causes a label to be added, as usual. Adding the label also makes the
template respect the `bpy.types.uiLayout.use_property_split` option.
Also fixes wrong layout being used in the template-ID, although I think
that didn't cause issues in practice.
Sergey requested this for usage in the Movie Clip Editor.
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Adds a theme setting to specify color of widget text insertion cursor (caret).
Differential Revision: https://developer.blender.org/D6024
Reviewed by Campbell Barton
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When introducing "drag-all-selected" support all over Blender, we
figured this wouldn't work well with the Graph Editor
selection/transform behavior.
Hence, William and I worked on the following changes, although we used
this chance to improve the behavior in general too.
For more info see T70634.
* Handles now always move with the key, regardless if they are selected
or not.
* Selecting the key doesn't select the handles anymore, their selection
is separate.
* Multiple keys and handles can now be dragged.
* Dragging a handle moves all selected handles **on the same side**.
* Tweak-dragging any handle can never affect any keyframe location,
only handles.
* G/R/S should behave as before.
* Changing the handle type with a key selected always applies the change
to both handles.
* Box selection with Ctrl+Drag now allows deselecting handles (used to
act on entire triple only).
* Box selection //Include Handles// option now only acts on visible
handles, wasn't the case with Only Selected Keyframes Handles enabled.
* Box selection //Include Handles// is now enabled by default in all
bundled keymaps.
The changes have been tested for some days by the animators here in the
Blender Animation Studio. Some changes are based on their feedback.
Also, this improves/adds comments for related code.
Differential Revision: https://developer.blender.org/D6235
Reviewed by: Sybren Stüvel, William Reynish
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Allows to access/transform/restore edit-mode
coordinates in a generic way.
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