Age | Commit message (Collapse) | Author |
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constant key value
Technically it is a regression in behavior and should be 2.78a.
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Flagging of pool to cancel was done in the wrong place, making last
frames missing in the final video.
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It was possible to have two viewports opened and start using Ctrl-0
to make different objects an active camera for the viewport. This
worked fine for viewports which had decoupled camera from the scene,
but if viewport was locked to scene camera it was possible to run into
situation when two different viewports are locked to scene camera but
had different v3d->camera pointers.
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Apparently, the whole G.is_break is not used by OpenGL render, meaning
this flag will not be clear before running the operator. This was
causing missing file output after pressing Esc once for the rest of
Blender session.
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Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback.
(equivalent to rB78abbdf26451 on blender2.8 branch)
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Previously if the rendering is much faster than saving (for example,
when transcoding stuff via VSE) it was possible to have 100s of frames
in memory.
This isn't ideal because of limited amount of RAM, so need to have
some sort of limit. This is exactly what is implemented in this commit.
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By the design of task scheduler it was possible that tasks from somewhere
in the middle of scheduled list will be handled first.
For example, one thread might be iterating over the scheduled list and
ignore tasks because there is other thread is working on task from the
same pool. However, if that other thread finishes task before iteration
is over current thread will pick up task from somewhere in in the middle
of the list.
This isn't a problem in general case, but for movie rendering we do need
to have strict order of frames.
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Also do not attempt to write any already scheduled frames.
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Was visible in Dynamic Context Menu add-on.
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The initial idea was to use Ctrl+E to interpolate stroke because this is
similar to Pose breakdown, but the Ctrl+E keymap is used to inverse
grease pencil sculpt effect.
The new keymap is Ctrl+Alt+E in order to fix the conflict
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Removed in a7dbc0704f217a, but only should've removed default keymap entry.
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If I didn't miss anything these are indeed not used. Old themes should still work (will only print info on redundant theme defines into console), but updated non-contrib themes already.
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The `use_snapp_align_rotation` option was using only the first vertex
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Special case, so now we can pin tricky cases like animated camera DOF
without requiring to have animation on the object level.
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Previously the pose library used the WholeCharacter key set, which ignores
selection and add keys for almost all bones in the rig. This is a very
slow operation on complex rigs. With this patch, only selected bones are
keyed, defaulting to keying all bones when none are selected.
Note that this fixes the FIXME previously mentioned in the source.
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Actually two errors here:
* Properties editor wasn't refreshing on (NC_SCENE | ND_RENDER_OPTIONS) notifiers
* Was using notifier info bits wrongly, needs to send two separate notifiers
Decided to remove ND_RENDER_OPTIONS rather than adding properties editor scene context refresh for it, this is more than a render option change.
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Eventually the various functions that deals with adaptive domain
bounding box shall de-duplicated.
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- WITH_SMOKE macro was not defined so some code was not compiled, though
it was still accessible from the UI
- some UI elements were disappearing due to bad indentation, also rework
the UI code to not hide but rather disable/grey out button in the UI
- Display thickness was not used due to bad manual merge of the code
from the patch.
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Also fixes possible NULL pointer dereference.
Fixes T49445.
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This basically exposes to the UI a function that was only available
through a debug macro ; the purpose is obviously to help debugging
simulations. It adds ways to draw the vectors either as colored needles
or as arrows showing the direction of the vectors. The colors are based
on the magnitude of the underlying vectors.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
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Current approach uses view aligned slicing to generate polygons for GL
texturing such that the generated polygons are always facing the view
plane. Now it is also possible to use object aligned slicing, which
creates polygons by slicing the object perpendicular to whichever axis
is facing the most the view plane. It is also possible to create a
single slice for inspecting the volume, or for 2D rendering effects.
Settings for this, along with a density multiplier setting, are to be
found in a newly added "Smoke Display Settings" panel in the smoke
domain properties tab.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
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Fixes T47488 and T47478.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2224
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Using context.active_gpencil_brush to access the active Grease Pencil brush
would result in a crash if trying to rename the brush, because the "ID" pointer
was not set.
To be backported to 2.78
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Probably something will be remapped wrongly, but better than crash.
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This way it's possible to copy combed hair, use it as a basis for another
particle system to do some awesome artistic stuff.
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same object
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Own regression since recent optimization.
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This commit allows RNA properties to return additional info on their editable state which may then be displayed in tooltips. To show how it works, it also adds some info for the editable check of proxies. For generally un-editable properties or properties of a linked data-block, RNA returns default strings.
| {F362785} | {F362786} | {F362787} |
Reviewed by brecht, thanks!
Differential Revision: https://developer.blender.org/D2243
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Drawing used colors for select (TH_EDGE_SELECT/TH_VERTEX_SELECT) which was inconsistent with crease, seam, sharp, .. (which all had their own them color -- also was a bit hard to read).
NOTE: UI team usually doesn't allow adding more theme options, this is an exception.
Differential Revision: https://developer.blender.org/D2234
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It's now possible to change the shortcut for invoking the eyedropper while hovering a button (E by default). Also removed the keymap editor entry for the modal eyedropper keymap, it's now automatically appended to the eyedropper shortcut.
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Adds support for editing the shortcuts for inserting (I), deleting (Alt+I) and clearing (Alt+Shift+I) button keyframes.
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This is really more of a screen level operation, UI-level is more like button handling etc.
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After all a super simple solution that allows us to get rid of hardcoded keymap items.
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strokes
Reported by @loochmunz. I've also gone through checking for and fixing other places
where this was also occurring.
To be included in 2.78
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Steps to reproduce:
* Go to modifier context in properties editor
* Add modifier, collapse it
* Press down LMB over collapse button of modifier, hold it
* Drag over pin-icon in properties editor (to keep fixed data-block displayed)
* Drag outside of window bounds (should crash)
Also could've solved by getting space data from callback arguments instead of context, but this fix is much nicer (though not totally un-risky).
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There might be some extra missing points here, but it's all rather
a TODO than a real bug and can be tweaked further once issues are
actually discovered.
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Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
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Quick fix for now, need to unlock studio here as well.
Proper fix would be to modify API a bit and pass flags which will
prevent expand called on bmain perhaps. But this we should discuss
a bit,
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* Rename uiBut.lockstr to disabled_info
* Remove unreachable code
* Replace duplicated check with assert
* Replace overly ambitious check with assert
* Add comments
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