Age | Commit message (Collapse) | Author |
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fully occluded
When an edge loop is fully occluded the direction of movement
is not calculated resulting in unpredictable behavior.
So always calculate the direction of the groups of edge loops
but continue preventing occluded edges from affecting `mval_dir`
(global) value.
Differential Revision: https://developer.blender.org/D5247
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The current edge slide is executed in this sequence:
- traverses all edges to find the ones selected,
- traverses each vertex of the selected edges,
- traverses each linked edge of the vertex to finally execute the code.
However the list of vertices that are part of selected edges are already
stored in `EdgeSlideData` through the `TransDataEdgeSlideVert *sv;` member.
Therefore, the code can be simplified as follows:
- traverses all `sv` in `EdgeSlideData`,
- get the `sv->v` vertex to finally execute the code.
Differential Revision: https://developer.blender.org/D5277
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This was caused but a workaround for not selecting the gizmos in camera
view. We lower the threshold to make it work on maximum zoom level.
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Resolves T69450
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overlaps another strip
Need to also offset markers in BKE_sequence_base_shuffle_time().
Also clarify/correct related comments.
Maniphest Tasks: T73014
Differential Revision: https://developer.blender.org/D6555
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taking proportional size into account
Transform would always move all keyframes (e.g even when Proportional
size is 0.0).
'calculatePropRatio()' was setting td->factor correctly, but this was
not being considered in 'applyTimeTranslateValue()' if there was no
action [which greasepencil and masks do not have].
Maniphest Tasks: T55622
Differential Revision: https://developer.blender.org/D6697
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Caused by rB86a2ffc3ab32
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The floating "Move" redo panel showed transform values with less
precision than in other places (e.g. sidebar and properties editor).
With Millimeters as unit it would even round to full integers, which
may be an issue since you typically work at higher precisions with this
unit.
Note that this only applies to the visual precision, internally we use
full floating point `float`s still.
Fixes T70367.
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The `poll_modal_item` was too restrictive.
`!validSnap(t)` already solves these cases, but for better readability
(and efficiency), I found it best to keep the `tsnap.mode` test.
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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 happened when reloading the file after using different gizmos.
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Note that this is a bit clumsy having both edit-mesh and mesh,
BKE_editmesh_ensure_autosmooth & BKE_editmesh_lnorspace_update
are often called together, these could be made into a single functions.
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Allows 2D arrows to be removed, since they work slightly differently
and don't support offset matrices.
Use these in the UV editor.
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Make the UV editor gizmos the same size as the 3D view.
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Fix T69572
TODO: support `Relative-Mirror` as well.
Maniphest Tasks: T69572
Differential Revision: https://developer.blender.org/D5862
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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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Currently the action channels are applied after the existing
transformation, as if the action controlled a child of the
bone. This is not very natural, but more importantly, the
transform tools are not designed to work conveniently with an
additional 'pseudo-child' transformation, resulting in effects
like an unexpected pivot location.
Implementing a Before mode that integrates the action channels
as if applied to a parent allows using the special transform
tool code intended for dealing with such constraints.
Note that in either mode, Action constraints should be added
in reverse order, putting a new constraint before the existing
ones that the Action was keyframed to work together.
In order to implement the option, extract a utility from
the Copy Transform constraint code for combining transforms
with special anti-shear scale handling that matches the
Aligned Inherit Scale mode.
The Before mode also requires switching the constraint to
the Local owner space, while the After mode can still use the
World space for efficiency as before. Since the constraint
doesn't have an Owner space option in the UI, this has to be
handled in an RNA setter.
For full backward compatibility, the original simple matrix
multiplication mode is preserved as the third option, but it
is not recommended due to creating shear.
Differential Revision: https://developer.blender.org/D6297
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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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This only worked once the gizmo was displayed.
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Implement T66304 as an experimental option,
available under the preferences "Experimental" section.
- When enabled most tools in the 3D view have a gizmo.
- Dragging outside the gizmo uses the 'fallback' tool.
- The fallback tool can be changed or disabled in the tool options
or from a pie menu (Alt-W).
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The closest target is calculated only after a snap point is found.
So use `center_global` while the target is not calculated.
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Caused when the vertices index is dirty due to some mesh editing
operation like Extrude
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This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
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Occurs in edit mode when object has no uniform scale.
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Also correct some outdated symbol references,
add missing 'name' commands.
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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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