Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Adds a listener to the node add menu so that it refreshes as assets get
loaded asynchronously.
Followup to cf985180551d, also see 99e5024e97f1 and the previous commit.
|
|
Needed to dynamically load assets as menu items, see cf985180551d and
99e5024e97f1. The next commit will add the listener for the node add menu.
|
|
This allows us to asynchronously load items into the menu, see
cf985180551d. All menus spawned from Python using the `wm.call_menu`
operator will be affected by this. We could avoid that and only refresh
the menu we need to, but it's worth trying to get this to work as a
general menu feature.
This is a slightly risky change, so keeping an eye open for bugs.
|
|
This patch builds on the work from bdb57541475f to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.
There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.
Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.
Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.
Differential Revision: https://developer.blender.org/D16135
|
|
For one, paintcurves were not considered in curves sculpt mode at all
(so you couldnt draw them). This is now enabled.
And the second issue was that since curves sculpt mode uses the reguar
paint_stroke_modal() [which handles paintcurves], this was actually
excuted, freeing the PaintStroke from SculptCurvesBrushStrokeData (but
not the CurvesSculptStrokeOperation) and immediately return
OPERATOR_FINISHED from modal (resulting in a double MEM_delete of
SculptCurvesBrushStrokeData -- in both invoke and modal).
There might be better ways to handle the memory free, for now the double
freeing is prevented by setting the operator customdata to NULL (and
check for that later).
Maniphest Tasks: T101062
Differential Revision: https://developer.blender.org/D16099
|
|
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
|
|
|
|
|
|
Fixes very rare cases where the UV Cylinder Project, UV Sphere Project
and UV From View might not set the translation correctly if the scale
is exactly 1.0.
Mainly fixed because this code might later be reused elsewhere.
|
|
Error introduced in rBa7aa0f1a0c24
Mentioned in https://pvs-studio.com/en/blog/posts/cpp/1004/
It could cause the absolute snap to the y direction to fail in
some editor.
|
|
There were two problems:
* The stroke was deleted if the last point was selected. Now
the stroke is flipped because is faster.
* If the second point was selected, the first point was removed
because the internal api, removed one point strokes by
default. This was done becaus ethe tools that used this API
did not need one point strokes as result. Now this optional
and keep one point strokes.
|
|
Copying and appending is unnecessarily verbose with each call having to
pass in the buffer size.
|
|
Avoid copying the string then calling BLI_path_slash_ensure afterwards.
|
|
BLI_path_slash_ensure was appending to fixed sized buffers without
a size check.
|
|
Regression in [0], accessing the path from the file selector relied on
BLI_join_dirfile adding a trailing "/" when the filename was empty.
[0]: 9f6a045e23cf4ab132ef78eeaf070bd53d0c509f
|
|
|
|
There was a problem with the hash table that was
not created as expected.
Also fixed an unreported memory leak in Grab tool not
related to this crash but detected during debug.
|
|
* External engines do not use the PBVH and need slower depsgraph updates.
* Final depsgraph tag after stroke finishes was missing for sculpt color
painting, caused missing updates for other viewports as well as any
modifiers or nodes on other objects using the colors.
|
|
As a consequence of this, subsequent box-selection of bones would not
show correctly in Animation Editors (not showing the channels there
because of the lack of an active object).
The bug was caused by rBba6d59a85a38.
Prior to said commit, code logic was relying on the check for `basact`
being NULL to determine if object selection changes need to happen.
After that commit, this was handled by a `handled` variable, but this
was not set correctly if `basact` is actually NULL after the initial
pick (aka deselection by picking).
Maniphest Tasks: T101933
Differential Revision: https://developer.blender.org/D16326
|
|
The number of node groups was including the fake user count.
I was ignoring the Fake User, and how it affects the id->us count.
This problem was present since the initial commit: 84825e4ed2e09895.
|
|
Mistake in own rBb6a35a8153c3 which caused code to always recurse into
bone hierarchies (no matter which collapsed level an armature was
found).
This led to bone counts always being displayed even outside a collapsed
armature (e.g. if an armature was somewhere down a object or collection,
the collapsed object or collection would show this bonecount).
This is inconsistent with other data counting in the Outliner, e.g.
vertexgroups or bonegroups do have their indicator at object level,
however the counter only shows if `Vertex Groups` or `Bone Groups` line
shows (so if the object is not collapsed).
And this also led to the bug reported in T101946 which was that the bone
counts would be treated as collections when further down a collapsed
hierarchy.
Background: The whole concept of `MergedIconRow` is based on the concept
of counting **objects types or collectinons/groups**. If other things
like overrides, vertexgroups or bonegroups are displayed in a counted/
merged manner, then these will always be counted in the array spots that
are usually reserved for groups/collections. But for things this is not
a problem (since these are only displayed below their respective
outliner entry -- and will never be reached otherwise).
So to correct all this, we now only recurse into a bone hierarchy if a
bone is at the "root-level" of a collapsed subtree (direct child of the
collapsed element to merge into).
NOTE: there are certainly other candidates for counted/merged display
further up the hierarchy (not just bones -- constraints come to my mind
here, but that is for another commit)
Maniphest Tasks: T101946
Differential Revision: https://developer.blender.org/D16319
|
|
|
|
rBb70bbfadfece allowed scaling of zero-radius points, but as it behaves
differently from other radius, it may not be suitable for multi-point
transformation.
|
|
Regression in rBa7aa0f1a0c24.
The default values of `t->snap` have been changed.
|
|
Kind of intentional regression on rB2d1fe736fabd.
But the solution now is (theoretically) better than adding a hard coded
threshold.
For cases with zero radius, the new radius is now the offset of the
ratio projected onto the plane of the origin point.
|
|
|
|
The node grid snap only works with 2D coordinates, no transformation
matrix and no Objects.
Also rename `applyGridAbsolute` to `node_snap_grid_apply`.
|
|
|
|
Error introduced in rB1edebb794b76.
In that commit it was kind of forgotten that the snap to grid is also
used in 3D views.
Also a refactoring and cleanup was applied to simplify the code.
|
|
In rBed6c8d82b804 it was wrongly assumed that the constraint functions
always apply the transformations.
But that is not the case for when axes are aligned.
The `mul_m3_v3(t->con.pmtx, out)` fallback is still required.
|
|
When changing a scene's unit scale from 1 to something else, 0.1 for
e.g. walk navigation no longer worked properly. Whenever gravity is
enabled, and the user starts to fall or jump, the view-port glitched out
into low earth orbit.
Reviewed By: campbellbarton
Ref D16277
|
|
The `ED_object_get_active_image` is used from the renderer which deals with
evaluated objects. This means the material api for evaluated objects has
to be used.
|
|
|
|
Adds the possibility of having a little number on top of icons.
At the moment this is used for:
* Outliner
* Node Editor bread-crumb
* Node Group node header
For the outliner there is almost no functional change. It is mostly a refactor
to handle the indicators as part of the icon shader instead of the outliner
draw code. (note that this was already recently changed in a5d3b648e3e2).
The difference is that now we use rounded border rectangle instead of
circles, and we can go up to 999 elements.
So for the outliner this shows the number of collapsed elements of a
certain type (e.g., mesh objects inside a collapsed collection).
For the node editors is being used to show the use count for the data-block.
This is important for the node editor, so users know whether the node-group
they are editing (or are about to edit) is used elsewhere. This is
particularly important when the Node Options are hidden, which is the
default for node groups appended from the asset libraries.
---
Note: This can be easily enabled for ID templates which can then be part
of T84669. It just need to call UI_but_icon_indicator_number_set in the
function template_add_button_search_menu.
---
Special thanks Clément Foucault for the help figuring out the shader,
Julian Eisel for the help navigating the UI code, and Pablo Vazquez for
the collaboration in this design solution.
For images showing the result check the Differential Revision.
Differential Revision: https://developer.blender.org/D16284
|
|
During object duplication the syncing is temporarily disabled.
With {D15885} this isn't useful as when disabled the view_layer
is still accessed to locate bases. This can be improved by first
locating the source bases, then duplicate and sync and locate
the new bases.
This patch removes the resync forbid and improve the times
that resyncing actually must happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15886
|
|
Part of a wider set of changes to migrate UV packing from
uv_parametrizer.cc to uvedit_islands.cc.
This allows UV packing improvements including margin calculation,
correctness fixes such as support for non-manifold geometry,
and new packing algorithms including speed and quality improvements.
See for example c2256bf7f714, T82637
This change migrates UV.unwrap and Live UV Unwrap.
Differential Revision: https://developer.blender.org/D16296
|
|
|
|
Regression from 1edebb794b76
|
|
`V2D_VIEWSYNC_AREA_VERTICAL` flag was mistakenly set to the sequencer
toolbar region instead of the channels region.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D16155
|
|
The check for the flags should be `== 0` since they are describing a
negative state.
Thanks to @lone_noel for pointing out the error.
|
|
gravity
During teleport event, gravity is disabled and WalkMethod
is stored in `teleport.navigation_mode` which is used later to reset
the status after execution. Calling teleport events consecutively
will change the initial WalkMethod value. So update it only on the
first call. Also remove `else condition` as it stops the previously running
teleport when the new teleport call fails to find a hit point.
Reviewed by: dfelinto, mano-wii
Differential Revision: https://developer.blender.org/D15574
|