Age | Commit message (Collapse) | Author |
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BKE_main_id_tag_/BKE_main_id_flag_ were horrible naming now that we split those
into flags (for presistent one) and tags (for runtime ones).
Got rid of previous 'tag_' functions behavior (those who were dedicated shortcuts
to set/clear LIB_TAG_DOIT), so now '_tag_' functions affect tags, and '_flag_'
functions affect flags.
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This made byte & float images behave differently, where other modifiers remain the same.
Also remove scene from the modifier (should have been passed as arg but no longer needed).
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Minor design detail, but kept bugging me :) Was removed in rBd57847ca5b9.
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Removed this glLineWidth call in rBe8d7a0206e99, thought it wasn't needed. Really hope this was the last line width issue for now :/
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On undo, sculpting regular meshes would update _all_ GPU VBO's.
Avoiding the update gives noticeably faster undo.
This is also a fix/workaround for strange behavior with NVidia's driver (T47232),
Where locking and unlocking all buffers for updating
slows down redraw speed permanently after the first undo.
However the problem isn't avoided entirely since a single brush stroke might modify most of the mesh.
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Since Cmd + A works elsewhere, it should work during font objects editing as well.
There is still a mysterious issue with Cmd + Z not working for UNDO the edited
text in OSX (probably GHOST related).
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When pasting text, the style (bold, material, ...) is maintained, if it was originally copied from Blender.
This fixes the issue of missing copy/paste options for font objects
(they were present back in Blender 2.49)
Reviewers: Severin, campbellbarton, brecht
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elements
We now simple set glLineWidth to 1 once before drawing objects. This way we don't have to do it all over.
Fixes T47396.
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Use confirm popup instead of redo popup
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This only happened when looking through camera which is only selected object. Reported @quollism, thanks :)
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This isn't selected, so misleading to include in selection list.
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Also remove null checks from args with non-null attribute.
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Caused too thick outlines around nodes and around preview image in node.
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Selected/Active curves were drawn with too high line width in Object mode.
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GPencil strokes are shown
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active object hidden
Accidentally left off null check when cleaning up the code there in
34993bf97dcbfd29289d14228ac10f1cfa206a15 (GPencil_Editing_Stage3 branch)
Thanks to Sami Pelkonen (pltsi) who reported this bug, along with
some nice and detailed backtraces which made it easy to locate
the problem :)
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* Added a new API function to test if a GPencil layer is visible or not
* Replaced all editability checks with this new "super check"
* Replaced all magic number thresholds for opacity visiblity with a single define
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This may have resulted in situations where the order of GP keyframes was
incorrect (leading to some frames not being able to be found), or in some
redraw problems when trying to delete GP keyframes (that I was getting earlier,
but can't seem to reproduce now)
TODO: We now need to hook up a proper api to do the GP key sorting
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used incorrectly
In the other Dopesheet modes, the "Speaker" icon was used to refer to
"animation playback muting", while for GP layers, this was being incorrectly
abused for "layer visibility in viewport".
This commit fixes that by making the following changes:
* A new "eye" icon toggle is added for controlling GP Layer visibility
* The "speaker" icon toggle now controls "Lock Frame to Current" functionality,
which functions more like the "animation playback muting" that is generally
expected.
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Drawing Mode
When animating to the camera, and working in "Continuous Drawing Mode",
it be necessary to return to the active camera viewport, after briefly pivoting
the view using MMB (to check on perspective or something like that). However,
before this fix, you would have had to exit drawing mode to do this.
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Corrects mirror syncing for invert, levels & smooth.
Note that the code changed to process mirroring even if both verts are selected,
since group flipping can mean that is still meaningful.
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When zoomed out - faces < 0.5 pixels across a diagonal aren't so rare,
so culling them can ignore small faces.
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FKey conflicts with painting.
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With the old behaviour, it was too easy to get old paths hanging around because you
forgot to go through and select a few bones that still had them.
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This is useful when you want visible + editable objects, but you don't
want to require the items to be selected as well.
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prefs.
Now store the multisample setting each window was created with.
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treedata could have a non-initialized tree in case of edge_snapping, leading to segfault.
Spotted by @mano-wii, thanks.
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Same causes as when snapping to faces, so same solution: in case of ortho view,
offset start of ray to be just slightly outside of the target's bbox, to avoid
too much far away start point that generate floating point computation instability
in BVH raycasting.
Note that this lead to some refactoring, to avoid duplicating too much of code.
For now, edge snapping seems to behave OK (uses different logic), so not touched.
Based on patch by Germano Cavalcante (@mano-wii), thanks!
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TweakMode
When in TweakMode on NLA strips that had an offset, it was not possible to select
those keyframes in the Summary Channel in the Dope Sheet.
The main gist of it is that the current code is from before the summary track was
introduced, and so could assume that ANIM_nla_mapping_get() would work for all channels
present. Thus, simply converting the clicked frame to nla-mapped time once would be
enough. However, for summary channels, nla-mapping_get() doesn't do anything, since
we can potentially include keyframes from several different objects!
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