Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
This adds EvaluationContext into TransInfo
|
|
|
|
Avoids having to check the objects mode in 'update_from_editmode'.
|
|
|
|
Keep mode checks simple, nest other checks in their body.
|
|
Also remove unused struct member.
|
|
|
|
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
|
|
When duplicating a layer collection directly linked to the view layer we copy
the collection and link it.
For all the not directly linked layer collectionns, we try to sync the layer
collection flags, overrides, ...
Also we make sure the new collection is right after the original collection.
We also expose this in RNA, via collection.duplicate().
|
|
This is only supported by layer collections (the ones accessible
in the outliner when you see "View Layer").
|
|
|
|
|
|
This is rather a workaround to avoid main thread freeing all glyph caches
at the same time as sequencer uses fonts to draw text sequences.
Ideally we need to either make cache more local, or user-counted or to make
somewhat more global locks. All this ends up in a bigger refactor which is
better for 2.8. For the meantime let's make Blender more stable with a tiny
workaround.
Downside is that keeping zooming things up and down in interface during render
will increase memory usage by unused glyph caches. It's not too bad though,
all unused caches will be freed first time at area zoom after render.
Thanks Bastien for review!
|
|
Behavior is expected to be simillar to 'make proxy' on linked groups, it
basically allows you to select which object in the group will be to
'root' override (usually, the armature), checks which other objects
needs to be overridden as well, overrides the group itself too, and
instantiates the group and the root overridden object.
It seems to be working, though handling of armature deformation is kind
of totally broken in blender2.8 currently (modifiers...). ;)
|
|
|
|
Consistent with other BLI API's
|
|
The crash occurred when trying to see a tooltip or activate any of the operator's tools with the cursor outside the outliner area.
|
|
Fixes T53950 where changing node layers applies to all selected nodes.
|
|
I was calling the ntree syncing function too late. So the index of the layer
was -1 since it was no longer in the ListBase, making all RenderLayer nodes
to decrease their respective `custom1` (even going to negative sometimes).
|
|
|
|
The issue was introduced by eb016eb as a fix for T41258, which added depsgraph
tagging with zero flag. The comment was saying that it's to make derived caches
to be updated, however bot sure how that could possibly work: tagging ID for
update with 0 flag only sets updated tags in bmain in old dependency graph.
In the new depsgraph, where object data is a part of depsgraph, doing such a
tag forces object to be updated, which re-triggers viewport rendering, which
is causing such an infinite viewport render rest.
Can not reproduce any crashes here, so maybe it's fine to move on with this
change.
|
|
|
|
|
|
|
|
|
|
For simplicity we choose to execute the rendering of Opengl engines in the main thread and block the interface.
This might be addressed in the future at least for video rendering.
A drawmanager wrapper (DRW_render_to_image) is called by the render pipeline to set up the Opengl state and then call the specific draw_engine->render_to_image function.
|
|
As suggested by Pablo Vazquez, though I think we can refine it a bit with icons.
I will wait for his feedback on it.
|
|
Otherwise an assert could be launched
|
|
General idea of the fix: skip the whole draw manager callback madness which
was used to tag object's engine specific data as dirty. Use generic recalc
flag in ObjectEngineData structure instead. This gives us the following
benefits;
- Sovles mentioned bug report.
- Avoids whole interface lookup for opened viewports for EVERY changed ID.
- Fixes missing updates when viewport is temporarily invisible.
Reviewers: dfelinto, fclem
Differential Revision: https://developer.blender.org/D3028
|
|
Task suggested by Pablo Vazquez (venomgfx).
|
|
This does not affect current blender2.8, but is mandatory for asset
engine branch.
Bottom line being, we also need to 'survey' changes in actual
SpaceFileBrowser struct, not only its FileSelectParams sub-struct.
|
|
Generic ED_area_do_msg_notify_tag_refresh callback only tags area for
refresh, not redraw. This was not updating view e.g. when changing
ordering options in top region, until you'd mouse-over main filelisting
region...
So now, always tag area for redraw in filbrowser's refresh callback.
|
|
When pressing on a button to zoom for eg,
using zoom-to-mouse-position doesn't make any sense.
There is also zoom speed scaling which increases the closer the cursor
is to the top-edge of the screen, which was noticable since the
navigation widget is currently at the top of the screen.
|
|
|
|
|
|
- Rename eViewOpsOrbit to eViewOpsFlag
since VIEWOPS_ORBIT_DEPTH isn't just used for orbiting.
- Move use_ensure_persp & use_mouse_init into the flag.
- Remove viewops_data_create_ex.
|
|
Technically this was not a bug, as this functionality was not meant to
work. (Drivers were already handled though, as they are part of the rig)
It was assumed that there was little value in having this functionality
available, as in most pipelines, animation production only begins after
the rig has been locked down (see bug report comments for more details).
On reflection, in most common situations, there's probably no harm in
doing these rna path fixups. This commit takes advantage of some similar
code I recently put in place in the Grease Pencil branch (for joining GP
objects and their layers).
Important Note for Animators/Riggers/TD's:
Please be aware that after joining armatures, some of the animation may
still need to be redone (due to changes in the transform hierarchies/
transform spaces that the animation is applied in). We do not attempt
to correct for these problems, and it is unlikely that we will in future.
|
|
The "Apply Pose as Rest Pose" operator now affects Bendy Bone settings
too, making it possible to use interactive posing tools (e.g. Pose Sculpting
brushes) to get the desired shape for the rest-pose shape of Bendy Bones.
When such posing tools are available, this change makes it easier to get
the desired Bendy Bone shapes, as you are no longer restricted to using
buttons to get the desired effects.
|
|
USER_ZBUF_ORBIT -> USER_DEPTH_NAVIGATE
The name didn't make sense since it's used for all view navigation.
Also rename USER_ZBUF_CURSOR -> USER_DEPTH_CURSOR since zbuf
is an internal detail.
|
|
|
|
- Group initial/previous/current members
Was using terms old/prev/last/orig in confusing way.
- Replace x,y variables with vectors.
- Remove unused members.
|
|
When accessing view-port operators from widgets
we need the ability not to use auto-depth or zoom-to-mouse.
Trackball rotation still needs to be supported.
|
|
Make args more consistent.
|
|
|
|
|
|
|