Age | Commit message (Collapse) | Author |
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Caused by 52da1b6e2b54 (where it was switched from a value to a define -
but the define was wrong...)
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* Address warning because of undefined OPENVDB usage
* Remove unused WITH_FLUID definitions
Differential Revision: https://developer.blender.org/D6919
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This is a bug that the recent refactor exposed. Some widgets were drawing
with alpha set to 0.
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This is needed so pose keymap doesn't override weight paint,
which currently prevents the weight paint context menu from showing.
Logically pose mode is secondary when used in combination with
weight paint, so evaluate it afterwards.
Also move vertex paint keymap since they have a lot in common,
it's simpler to keep them evaluated at the same place.
Resolves T73384
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Move from workbench_private.h where it wasn't used.
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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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Assert when snapping `Selection to ...` but without objects.
Missed in the last commit.
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Assert when snapping `Selection to ...` but without objects.
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Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.
Part of T72604.
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Don't use BKE_view_layer_context_active_PLACEHOLDER which is marked
as "never use this".
In fact, it isn't needed to lookup for camera in the tracking function
at all: camera object is always explicitly passed to it.
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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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This file was originally a placeholder for all the old functions that
have not yet been ported to the new draw system. Over time all the
functions that needed refactor were gone, and the functions here are
still needed.
While moving the functions around I removed dead code and made sure the
existent comments start with a capital letter and end with a full stop.
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Normal UI widget and 3D navigation gizmo where clipping at high DPI.
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Out of bounds buffer unit-system index with zoomed out viewport.
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Resolves T69450
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Changes the default View3D mouse cursor to the OS-supplied arrow pointer. Subsequent cursor changes will now be set per-tool instead.
Differential Revision: https://developer.blender.org/D6485
Reviewed by Campbell Barton
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Part of D6639
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Removing meaningless distinction between NULL pointer and EVT_TABLET_NONE,
and initialize pressure and tilt to 1.0 and 0.0 respectively when no tablet
is used.
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Support pose bone selection when the object has hide_select enabled.
This is consistent with how all other modes work.
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bounds box and wire
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Regression from 6288dbffb6c1f.
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This defaults to selection when not using a gizmo.
The previous behavior to drag anywhere can be set in the tool settings
or by selecting the fallback tool (Alt-W).
See: T66304
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Blender crashes when selecting a marker in the 3d viewport that is from the non active scene camera. This patch will solve this crash, but introduced a new scenario that isn't thought out. In the new scenario it is still hard to select a marker via the 3d viewport.
I would expect that when selecting a marker in this case would select the camera where the marker belongs to and select the marker that is under the mouse button.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D6360
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- Object/pose checks were performed in same loop,
so selected pose bones were moved instead of the object.
- Snap selected to cursor/active incorrectly used unique object-data.
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This resolves a logical problem using tweak as a fallback tool.
See: T66304#828742
The select action would immediately show the gizmo underneath it,
then the tweak would be handled by the gizmo instead of moving the item
under the cursor.
Currently this works by hiding the gizmo until the tweak event ends.
While it's simpler to check if the gizmo received a mouse-down event,
it causes flickering before each drag event which feels like a glitch.
This is optional for each gizmo type because there are cases where this
can be useful to activate the gizmo immediately (mesh rip for example).
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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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Happened when used in 2D view.
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