Age | Commit message (Collapse) | Author |
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This only works in the Action and Dopesheet modes (which operate on FCurve keyframes).
Support for Grease Pencil and Mask Keyframes though is still pending.
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deletes on all editable layers
This new operator will delete any GP frame it finds on the current frame, regardless
of whether it's on the active layer or not. It will only remove the frames if the
layer is editable, but otherwise, it will just go for it.
The existing operator is great for use in the panel (where it only applies to the active
frame), but it was not so good for all the other places where tools can be invoked
(e.g. D-X, or Delete) as you're typically thinking about the whole scene more holisticaly
than just caring about a particular layer.
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Now use same, reasonable min/max values, to avoid getting inf or zero values when
using shortcuts during transform operation...
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Replaces `G.is_rendering` with `use_render_params` argument.
This is needed for Cycles, which attempts to restore render-preview settings from particles,
after it gets its own particle data, but fails to restore because
`G.is_rendering` was being checked in psys_cache_paths (and other places).
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This commit adds operators and Outliner menu entries to reload or relocate a library,
and to delete or replace a datablock.
RNA ID API is also extended to allow ID deletion and remapping from python.
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
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handling).
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.
Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).
One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).
This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).
This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.
A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
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Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed.
Since this was called on redraw, in many cases it was doing it unnecessarily.
Now pass in a custom-data mask and only fill in deform-verts when needed.
Gives noticeable drawing speedup (~10-30% here).
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Name operator based on default behavior.
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Support Snapping screen-space 2d curves, (was applying world-space coords in screen-space).
Also show snap settings in header.
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A new option for Font/Text objects vertical alignment:
* Top Base-Line (current mode)
* Top
* Center
* Bottom
The Top is the equivalent as the Top-Baseline with an empty line at the begin of the
text. It's nice to have this option too though, since if we are driving
the alignment via Python we don't want to add extra lines to the text
only to accomodate to the desired vertical alignment.
The Center and Bottom are as intuitive as their name suggest.
When working with text boxes, the vertical alignment only work for
paragraphs that are not vertically full.
Many thanks to Campbell Barton (ideasman42 / @campbellbarton) for the
code review, code comments, and overall suggestions and changes :)
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D2061
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D2050 by @metaraptor with edits
Adds levels, brightness/contrast, hsv & invert operations.
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Since ruler allows other operators to run (such as mode-switching).
Only cache snap-context while dragging.
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Both button and rename text would draw while renaming,
caused issues with some themes.
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Meta contents could obscure meta selection outline, draw after.
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VSE effects within a meta-strip could fail to update on cancel.
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Missing update caused internal lengths to be wrong.
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Maybe we should move it to BLI, but not sure how, and where (and its defines
are SpaceFile's ones, meh :| ).
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Check to avoid operating on same strip multiple times wasn't working.
Harmless but better make it functional.
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Before the intervall was set to 0.125 which effectively resulted in 8 positions across the UV space (per axis).
I halved that value, holding shift enables an even finer movement.
This change was ported over from my soc-2016-uv_tools branch after talking with howardt, ideasman42 and hackerman-
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When this flag is set - even when the curve error is under the threshold,
keep attempting a better fit.
Enable this for freehand drawing, since it gives nicer results and isn't noticeably slower.
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Holding Ctrl-D would keep opening driver menus.
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Also, can use numeric input to set segments and profile when
in those respective value-adjusting modes (as per S or P toggle).
Finally, fixed problem with previous bevel commit: when changing
value-adjusting mode, would like to start off resumed value adjustment
where it was before.
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Auto-merge caused all edges between selected vertices to be selected.
This only makes sense in vertex-select-mode.
Correct edge-flag merging code, which now merges flags from multiple edges.
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Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step.
This was broken, since delayed transp drawing list is always handled **before** delayed xray one.
After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base.
Also added asserts that those afterdraw list are empty at end of drawing step, should help
avoiding that kind of issue in future.
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D1988 by @wisaac, with own edits and improvements.
This improves on existing tangent calculation functions too.
- BM_face_calc_tangent_auto: Chooses method based on number of sides, used by manipulator (not exposed to Python).
- BM_face_calc_tangent_edge: from longest edge.
- BM_face_calc_tangent_edge_pair: from longest edge-pair (most useful with quads).
- BM_face_calc_tangent_edge_diagonal: edge farthest from any vertex.
- BM_face_calc_tangent_vert_diagonal: vert farthest from any vertex.
Also optimize BM_vert_tri_calc_tangent_edge* functions to avoid sqrt.
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sense when no preview is available...
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Stipple isnt left on during object drawing
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Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
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The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
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Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
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It's still not completely working - there are still some glitches - but far better than before.
To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter.
Changes I had to do:
* Call uiList handling from menu/popup handling if needed.
* Make uiList handling use special popup refresh tag if placed in menu.
* Allow popups invoked from py operator to tag for refresh by using operator 'check' callback.
* Tag popup for refresh when resizing uiList.
Mostly fixes T48612.
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Don't store maximum length of text per undo step,
or attempt to pack all data in a single array.
Was storing 32766 characters per undo step, irrespective of actual text length.
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Looks like a line was forgotten in the 'BOTH' case in code...
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The basic shader needs to be temporarily disabled in this case.
Add macros for temp store/restoring the state.
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