Age | Commit message (Collapse) | Author |
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Border select assumed all objects had pose bones.
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Indent lines for multi object editing, no functional changes.
Also strip trailing space from indented regions.
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This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
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Note: tried with a complex production file characters, this is currently
totally non-functionnal (crashing even in a infinite recursion loop),
IDProps and override need some love :(
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While 3d cursor is mainly an UI thing and isn't needed for scene evaluation,
it is stored in scene DNA. This means, operator is inform depsgraph that data
has changed, so all copies of that scene can copy new values.
Fixes lack of visual feedback when changing cursor location in viewport
with copy-on-write enabled.
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E.g. the vertices created for each of the defines would require a
certain offset. If you don't know what to look for, finding out about
this is pretty difficult. Make them easily searchable instead.
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There is quite some mess going on in that most of the old triangle
drawing code is still there, but does almost nothing effectively.
Instead values are hardcoded in the shader, however it doesn't support
the drawing options the triangle functions expose.
E.g. the 'where' variable to set triangle direction doesn't work.
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Make this match editmesh picking more closely
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- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
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Error in 651b8fb14e caused de-duplication to fail.
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`bpy.context.tool_settings.mesh_select_mode = (True, True, True)` was crashing because `wmn->window` was not being passed.
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For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.
For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.
This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.
Differential Revision: https://developer.blender.org/D3148
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The depsgraph now contains all the state needed to evaluate it.
Differential Revision: https://developer.blender.org/D3147
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This was only used for viewport rendering, where we can just pass the engine
type directly. There is no technical reason why we can't draw the same depsgrpah
with different render engines.
It also led to some weird things like requiring a render engine for snapping
and raycast API functions.
Differential Revision: https://developer.blender.org/D3145
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Scene, view layer and mode are now set in the constructor and never changed.
Time is updated on frame changes to indicate which frame is being or has been
evaluated last.
This is a step towards making EvaluationContext obsolete.
Differential Revision: https://developer.blender.org/D3144
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Even if we want to support drag & drop, seems like most other apps that
support drag & drop for tabs activate the tab first anyway.
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Could use an operator-macro if they'd support own RNA-properties. For
now added a wrapper operator.
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It's not just the Graph Editor that needed this - the NLA also uses similar code
and thus suffers from a similar problem.
(My first commit from the Blender Institute v2.0 - Just testing that everything works)
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The previous assert assumed '..' is always there, which isn't necessarily
true (for example when in the root of an Asset Engine repository).
The new code asserts that if '..' is present it should be the first entry
(rather than forcing the first entry to be '..').
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Also add lower level mode exit function
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Prepare for multi-object pose mode
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Was mixing up global/local coords
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Could happen when deleting the active object or opening an old file
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Dopsheet pointer isn't set...?
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Patch D2759 by @raa, with minor edits by me.
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Fixes the "emtpy scrolling" glitch by clamping the scroller offset to
the boundary of the view when it's smaller than the previous.
Fixes T45197. Patch by @januz.
Differential Revision: D1580
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