Age | Commit message (Collapse) | Author |
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for 'show hidden' param.
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Occluding geometry failed when near overlapping (or cutting small objects).
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There have been quite a few issues with knife precision,
tested reports (T43229, T42864, T42459, T41164) and this works with all.
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Seems like a weird issue, but to sort panels "qsort" is used, which works slightly different on Windows. So all I had
to do was cleaning up the logic in find_highest_panel so that headerless panels are sorted, but that it absolutly not
allows headerless panels to be above normal panels.
I made sure it works fine on Linux as well.
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There was a hard-coded check to exit the fileselector when restoring a view.
Now, when space types differ, flag areas as temporary and switch back to the previous type only in this case.
This means you can select a file while having a file-selector space type open, and not loose it every time.
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This time, it's a dedicated operator user has to run before saving the file.
And it recursively check all IDs linked from each scene, therefore rendering
materials etc. previews using a scene they are used in.
Note the renderengine issue is not completely addressed this way
(existing code for icon previews seems to ignore completely other engines,
and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine
as fallback, also you can get a material linked to an hidden object in a scene, etc.).
Reviewers: sergey, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D980
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same file names with ED_object's one.
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These warnings are false positives & confuses intended logic to set dummy values.
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Happens because material setting now occurs in the derived mesh drawing
routine as it should. However that means that it also happens during
selection and that influenced the drawing state somehow.
In 2.72 this did not occur because material setting happened during draw
setting (skip or draw) instead of after the draw setting passed (so
selection would skip it by use another draw setting function). Of course
this violated design but worked.
Made it now so backbuffer selection does not enable materials (it's
redundant in those cases anyway).
This could be ported to a possible 'a' release but as is classic with
display code there may be some other places that it could backfire.
Tested fix with texture/vertex painting and selection which use
backbuffer for both subsurf and regular meshes and it seems to work OK.
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We can now use 'generic' data transfer instead.
Note new one is not an exact replacement, it should be able to do
everyting old op could do though, and more.
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selected objects to active).
Needed to replace weight transfer modifier in WeightPaint mode...
Note this is not exposed to users in UI, shall remain technical intern
parameter imho. Esp. since behavior when several sources is a bit 'random'
(merely uses each source in selection order...).
Also, this correct a bug, where 'lib' linked objects/meshes could not be used
as source...
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potential crashers.
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length.
Reported on bf-committers.
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Not much to add, modifier uses same code as operator basically, only key difference
is that modifier will never create data layers itself, you have to use dedicated operator
for that.
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XKEY does
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This add code needed to map a CD data layout from source mesh towards destination one,
and code needed to actually transfer data, using BKE's mesh remap generated data.
This allows to transfer most CD layers (vgroups, vcols, uvs...) as well as fake, boolean ones
(like smooth/sharp edges/faces, etc.). Some types are not yet transferable, mainly
shape keys, this is known TODO.
Data transfer can also use some advanced mixing in some cases (mostly, vgroups and vcols).
Notes:
* New transfer operators transfer data from active object towards selected ones.
* Modifier will be committed separately.
* Old weight transfer code (for vgroups) is kept for now, mostly because it is the only
usable one in weightpaint mode (it transfers from selected object to active one,
this is not sensible in Object mode, but needed in WeightPaint one). This will be addressed soon.
Again, heavily reviewed and enhanced by Campbell, thanks!
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returns indices in mesh face range
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Loosely following Python str convention.
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texpaint
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and graph editor.
This was a tricky commit that was not so straightforward to make work.
The information for bones is not easy to come by in the animation curves,
however we do have some string manipulation tricks to make it happen.
Testing in gooseberry worked for the rigs there, commiting to master now
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Also cleanup extrude code.
- remove normal calculation.
- remove return values for transform type.
- use enums.
Thanks to Psy-fi for finding the initial fix.
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textures slots
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This fixes obvious overflows when checking bitflags, who knows how much
undiscovered issues exists in the code still..
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MacOS.
This looks like an oldie and should not influence release, but if we do
make an 'a' build it's safe to include.
Report by Craig Jones, thanks!
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This allows scripts to request the screen location of any (line, column) pair.
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enabled in userprefs.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D970
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in Image Editor
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(duplicate) keymap
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This is an old option which wasn't working in over a year without complaint.
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Just realized menu buttons are using hardmin and hardmax for a bad hack which will make the assert fail :/
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Currently, but->str should never be smaller than but->strdata, but code shall
not rely on this.
Further more, but->strdata is 'only' 128 chars, this could become limit with some
translations, if the org label is already rather long, leading to truncated str
(Chinese e.g. can only store about 40 chars in strdata).
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* don't allow Node Editor input max value to be less then min value
* avoid the num slider drawing glitch if softmin equals softmax
* assert if softmax/hardmax is smaller than softmin/hardmin
With this, we sort of allow softmin/hardmin and softmax/hardmax being the same.
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