Age | Commit message (Collapse) | Author |
|
Need exceptions so dupli-frames objects draw in render-only mode.
|
|
The issue was that some properties are no direct children of the struct we support in 'copy to selected'
(RNA_Sequence in this case). Since we can't use the ID of sequences here (it's the scene, while we need
a sequence level of control), we had to add a new API helper to RNA path, which takes a RNA type
and return a path relative to the closest ancester of that type.
This way, we get a path from the RNA_Sequence, and can easily apply it to all other valid sequences
to copy the property.
Review, suggestions and edits by Campbell Barton, thanks!
|
|
|
|
|
|
|
|
mouse clicks to exit a menu were ignored for non-floating popups
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
When menus are clamped to the window bounds,
its was possible not to have an active menu-item under the mouse,
Making Ctrl+S,Enter not completely reliable.
Changes needed to support this are:
- menu item is activated on popup menus
(to avoid relying on mouse-over)
- moving mouse away from menu items only de-activates when over a new menu-item.
- Mouse clicks are ignored if they are not directly over the menu item.
|
|
|
|
|
|
This reverts commit e042c8428f8c0c0a72cdd23d2c058c20ab5745ed.
Proper fix will come later, or be declared a TODO.
|
|
|
|
|
|
This is another example of transform code crappiness. Projection
snapping for objects is handled separately than regular snapping.
Luckilly for us, we have the normal ready from the raycast result and a
copy of code from ElementRotation function can do the necessary
rotations for us.
I have not enforced constraints here (arguably, maybe I should, and the
already present projection snapping should do that too but seems it is
commented out and the unorthodox order of operations here has me a bit
scared. Leaving as TODO)
|
|
The issue was caused by the render engine loading edit mesh, which re-allocates
mesh array which might be referenced by other object's derived meshed.
Worst thing about this is that updating render engine happens from the end of
scene update function, after all the objects are updated and so. This is needed
so render engine gets the update objects which is correct.
The only proper way to solve the issue is to make it so viewport engine does not
leave objects in inconsistent state, meaning nobody will reference to freed data.
In order to reach this we do edit mesh loading before running objects update so
all the objects which uses that mesh will have proper references in the derived
mesh.
This also solves old creepyness which happened before when having single object
in edit mode. tweaking it will calculate derived mesh as a part of scene update,
then this derived mesh will be freed by edit mesh loading and viewport will be
creating derived mesh again.
Now render engine is expected to do nothing with meshes which are in edit mode,
but they still need to load edit data for non0meshes. It's not really easy to
do from the BKE level because needed functions are implemented in the editor.
Thanks Campbell for the review!
Differential Revision: https://developer.blender.org/D697
|
|
Fill selection for file browser moves to ctrl-shift click due to
collision with emulate middle mouse button option
|
|
|
|
Yet another attempt to fix the annoying lines that crop up in texture
painting on edges and quads. I feel this needs better investigation but
using pixel tolerance here looks like alleviates the issue.
|
|
We need to allow faces without slots to initialize a UV layer or seam
checking code will go bananas.
|
|
(original patch by Sergey Sharybin)
Note: RNA API can't use size_t at the moment. Once it does this patch
can be tweaked a bit to fully benefit from size_t larger dimensions.
(right now num_pixels is passed as int)
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D688
|
|
|
|
|
|
|
|
cursor is outside the left panel.
|
|
Turns out to be mostly some cleanup in Pose select code, got rid of magic numbers
(now understand usual SEL_xxx enums) in ED_pose_deselectall(), which was renamed
to ED_pose_de_selectall, and have a new bool parameter to ignore visibility status
in its process (was the root of the reported issue).
Also factorized slightly "(de)select all" code. Yet this area could use much more
cleanup probably...
|
|
|
|
morning's fix.
Note than it's using nearest faces, since it showed to be much more performant than
nearest vertex (quite odd, it's about 40% slower for the first element, then 50 times quicker
for all others, as if BVH was cached, and building face was slower than verts one,
but then using it, much quicker!).
|
|
Issue was caused by rB47ec0394ca3d, which disabled BBox check in editmode - but bbox check was also
setting `len_diff`, which is mandatory when doing ray_start_local correction for ortho view...
Now, in this case, we do a quick rough compute of len_diff from vertices coordinates (accuracy is not
needed here, we just have to be sure corrected `ray_start_local` remains 'before' (outside) of the
geometry).
|
|
This is rather internal use only, no need to expose this option to
the redo panel.
|
|
Disable adding snapping point outside of 3D space for now,
visualization of the points is not implemented outside of
this space and silently adding them wouldn't really be a
good idea.
|
|
That's rather tricky to think of a good threshold here, and
maybe we'd better use something based on the number of faces
instead.
Anyway, let's give it a try this way and see what happens.
|
|
Issue wascaused by the famous OpenMP crap in MSVC2013,
so only way is to use openmp threading if number of BVH
nodes is high enough.
Made it 8 for now, which seems to work rather fine on my
laptop and adult dragon from sintel. But maybe it's to be
adjusted a bit more.
|
|
Patch by blakenator with own edits
|
|
We could make the exec to also show the progress bar, but I think it is not needed.
|
|
|
|
Weight Paint mode)
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D681
|
|
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
|
|
|
|
* Crash with image drag'n'drop
* Drag'n drop color to paint 2d canvas not working
* Change "Layers" to "Slots" to appease purists.
|
|
* Clone from layer UI not working
* Get trash color when entering texture painting for the first time
|
|
|
|
New layer in texture painting will now allow entering image parameters,
similar to new image.
|
|
engine.
|
|
|