Age | Commit message (Collapse) | Author |
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Some selection operators return (PASS_THROUGH & FINISHED) so the tweak
event isn't suppressed from the PRESS event having been handled.
This is now restricted to events with a PRESS action.
Without this, using CLICK for selection was passing the event through
which could run other actions unintentionally.
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- Bend (Transform).
- Extrude to Cursor.
- Lasso Select (related operators such as node-cut links, mask.. etc).
- Rip Mesh / UV's.
- Vertex/Edge Slide.
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This patch allows dropping material assets from material slot under the mouse
cursor. Before this change the material slot had to be hand-picked from the
properties panel.
For consistency it is chosen to do this in any shading mode as the tooltip shows
what is exactly going to happen during release.
The feature also works for other object types than Meshes as it uses the drawn surface on the
GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0
cards and are very responsive.
Reviewed By: fclem, Severin
Differential Revision: https://developer.blender.org/D12190
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The object was not deselected as it was expected that it would be
activated.
But this activation does not happen in edit mode.
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While this was already the case for the most part
some selection operators stored common settings for reuse such as
"toggle", "extend" & "deselect".
Disabling storing these settings for later execution
as it means failure to set these options in the key-map re-uses
the value of the shortcut that was last called.
Skip saving these settings since this is a case where reusing them
isn't helpful.
Resolves T90275.
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This shows the text as part of the assertion message.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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Apply the same fix for T32214 (edge-select failing) to bones
which also failed when their end-points were outside of the view.
- Add V3D_PROJ_TEST_CLIP_CONTENT support for edit & pose bone iterator
and use for selection operators.
- Remove unnecessarily complicated checks with pose-mode lasso tagging.
- Correct error in pose-mode LassoSelectUserData.is_changed
(currently harmless as it's not read back).
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The depth cache (located in `RegionView3D::depths`) is used for quick
and simple occlusion testing in:
- particle selection,
- "Draw Curve" operator and
- "Interactive Light Track to Cursor" operator,
However, keeping a texture buffer in cache is not a recommended practice.
For displays with high resolution like 8k this represents something
around 132MB.
Also, currently, each call to `ED_view3d_depth_override` invalidates
the depth cache. So that depth is never reused in multiple calls from
an operator (this was not the case in blender 2.79).
This commit allows to create a depth cache and release it in the same
operator. Thus, the buffer is kept in cache for a short time, freeing
up space.
No functional changes.
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This resolves a long standing bug in edge selection
(picking, circle, box & lasso).
Now when one of the edges vertices fails to project into screen space,
the edge is clipped by the viewport to calculate an on-screen location
that can be used instead.
This isn't default as it may be important for the on the screen location
not to be clipped by the viewport.
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This patch ensures that selection mode flushing updates total selection
counts internally. This reduces recounting when we are sure that the
input total selection counts were up to date.
For example for circle selection the total selection counts were
correct. But during flushing the selection could have been changed and
therefore the selection was always recounted.
This increased the performance on selected system from 6.90 FPS to 8.25
FPS during circle selection operations.
Before: {F10179981}
After: {F10179982}
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11647
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This corrects some clipping and shading issues when a scale factor
is applied to the XR viewmat. Also fixes the viewer pose calculation
with VR navigation.
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Adds navigation transforms (pose, scale) to the XR session state
that will be applied to the viewer/controller poses.
Users can access these transforms via Python
(xr_session_state.navigation_location/rotation/scale) to use with
custom operators.
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This adds the ability to get a selection list for both edit mode bones
and pose mode bones.
To do this the selection menu list logic had to be reworked a bit.
Before it only stored the names of objects. This might work will of
objects, however as stated in the code, it might fail for linked objects
(so multiple object can have the same name in some corner cases).
For bones it is a very common occurance where you can have multiple
armature that has the same bone names. So now it also stores the object
and bone pointers for this case.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10570
Fix T85796
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Although it works well in most cases, the algorithm to detect if a point
is within the limits of the camera does not work well in othographic mode.
This commit also adds the option `V3D_PROJ_TEST_CLIP_FAR` (currently unused).
Differential Revision: https://developer.blender.org/D10771
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Used for local structs/variables,
since `ofs` is by far the most widely used abbreviation.
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Reduces the amount of similar code for XR invoke_3d/modal_3d
operators that manipulate view3d params.
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Comment blocks not conforming to convention.
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Approximately 138 changes in the spelling of compound words
and proper names like "Light Probe", "Shrink/Fatten", "Face Map".
In many cases, hyphens were used where they aren't correct, like
"re-fit". Other common changes include:
- "Datablock" -> "data-block"
- "Floating point" -> "floating-point"
- "Ngons" -> "n-gons"
These changes help give the language used in the interface
a consistent, more professional feel.
Differential Revision: https://developer.blender.org/D9923
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Was failing for weightpaint and vertexpaint.
Selection flags were actually changed, but the update in the viewport
wasnt immediate, leading to confusion when the update happened later
(e.g. when using the weight gradient tool as done in the report).
We need to tag ID_RECALC_SELECT and send ND_SELECT notifier here. This
could be done explicitly, but there is also existing functionality
available that does this.
Note: the way updates happen for paintfaces vs. paintverts looks a bit
inconsistent (so this could be part of a later cleanup commit)
Maniphest Tasks: T82881
Differential Revision: https://developer.blender.org/D9631
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Use window region dimensions instead of XR surface dimensions. Add
winrct offset for box select.
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Uses the same raycast method as Scene.ray_cast() and works in object
and edit mode. Although it gives users an alternative to the existing
projection-based VR selection method, it is limited to objects with
real geometry (i.e. meshes).
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Corrects 34 miscellaneous misspelled words.
Differential Revision: https://developer.blender.org/D9248
Reviewed by Campbell Barton
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Fixes projection matrix calculation for GPU select.
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The "selection eye" is the XR eye (view) used for 3D-to-2D projection.
Its parameters are used to override the window view when selecting
with VR controllers.
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This follows the same logic as invoke_3d(). That is, we wrap an
operator's modal() with modal_3d() and project 3D controller coords to
2D mouse coords.
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