Age | Commit message (Collapse) | Author |
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No user visible changes expected.
Merges the tree row and grid tile button types, which were mostly doing
the same things. The idea is that there is a button type for
highlighting, as well as supporting general view item features (e.g.
renaming, drag/drop, etc.). So instead there is a view item button type
now. Also ports view item features like renaming, custom context menus,
drag controllers and drop controllers to `ui::AbstractViewItem` (the new
base class for all view items).
This should be quite an improvement because:
- Merges code that was duplicated over view items.
- Mentioned features (renaming, drag & drop, ...) are much easier to
implement in new view types now. Most of it comes "for free".
- Further features will immediately become availalbe to all views (e.g.
selection).
- Simplifies APIs, there don't have to be functions for individual view
item types anymore.
- View item classes are split and thus less overwhelming visually.
- View item buttons now share all code (drawing, handling, etc.)
- We're soon running out of available button types, this commit merges
two into one.
I was hoping I could do this in multiple smaller commits, but things
were quite intertwined so that would've taken quite some effort.
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No user visible changes expected.
Similar to rBc355be6faeac, but for view items now instead of the view.
Not much of the item code is ported to use it yet, it's actually a bit
tricky for the most part. But just introducing the base class already
allows me to start unifying the view item buttons (`uiButTreeRow` and
`uiButGridTile`). This would be a nice improvement.
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Fix the issue where undoing a "duplicate NLA strip" operation would
require two undo steps.
The cause of this was that the operator was not using the operator macro
system to combine both the duplication and the translate operators into
one. Instead, the old code was simply manually invoking invoking the
translate operator after the duplicate operator had completed.
This patch requires the default keymap to be modified to include the two
new macro operators, `NLA_OT_duplicate_move` and
`NLA_OT_duplicate_linked_move` in favour of the old keymap that simply
called `NLA_OT_duplicate` and passed along a `linked` argument.
`duplicate_move` and `duplicate_move_linked` are two different enough
operations to justify having their own operators from user's
point-of-view, especially since we cannot yet have different tool-tips
based on an operator's settings.
Reviewed By: sybren, mont29
Differential Revision: https://developer.blender.org/D15086
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Add `FCurveKeyframePoints.clear()` method to delete all keyframe points
from an FCurve.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D15283
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Without this, symmetry does not work by default when the surface
object was not at the same location as the 3d cursor.
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Disambiguate from nodes visibility flags.
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Currently Blender generates mipmaps that override the existing ones.
This patch disables generating new mipmaps for compressed textures.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14459
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Move it from generic visibility handling to the synchronization
component node implementation. Should be no functional changes.
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Should make it easier to read. No functional changes expected.
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No functional changes, just makes code more semantically clear.
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Should be no functional changes.
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Matches the builder API, making some code less verbose.
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Not sure why multiple pools were created: the pool should be able to
handle two sets of tasks.
Perhaps non-measurable improvement in terms of performance but this
change simplifies code a bit.
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Was accidental regression in rBed9b21098dd27bf9364397357f89b4c2648f40c2
Remove the input slider's PROP_FACTOR subtype in favor of the default to
align with other IOR sliders. This provides much better control when
dragging the value with the mouse.
Differential Revision: https://developer.blender.org/D15477
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Drop events ignored the cursor coordinates, under the assumption that
cursor motion events would also be sent to update the cursor location.
This depended on the behavior of the compositor, it failed for Sway
but worked for Gnome-shell & River.
Resolve by making use of the drop events cursor coordinates.
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Restore only_selected_faces flag inadvertently changed by c0e453233132
Differential Revision: https://developer.blender.org/D15480
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Add a small gradient to flipped faces proportional to length of edges.
Differential Revision: https://developer.blender.org/D15475
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Due to the ordering of the checks, assert and async were not highlighted
in the editor, even though they were in the list of keywords.
Differential Revision: http://developer.blender.org/D15483
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Make the update logic consistent with the case where the initial texture is
created. Also fixes a wrong assert.
Thanks Clément for spotting this.
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Although e.g. in the dopesheet there is no specific concept of
active action, displaying panels requires singling out one action
reference. It is more efficient and clearer to implement this
natively in the context rather than using selected_visible_actions[0].
- In the Action Editor the action is taken from the header.
- In the Dope Sheet the first selected action is chosen, because
there is no concept of an active channel or keyframe.
- In the Graph Editor the action associated with the active curve
is used, which should also be associated with the active vertex.
This case may be different from selected_visible_actions[0].
Differential Revision: https://developer.blender.org/D15412
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Differential Revision: https://developer.blender.org/D15473
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openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.
To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.
This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.
Ref D15291
Differential Revision: https://developer.blender.org/D15470
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The stroke code now supports raycasting the original mesh.
This fixes anchored mode not working for negative brushes,
which might move the mesh out of the initial mouse cursor
position.
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The scene spacing code was failing to
check if a raycast failed, which can happen
when sculpting the edges of objects in negative
mode.
Note I removed what I suspect was a hack put
in to fix this, spacing was clamped
to 0.001 scene units.
Scene spacing mode is actually quite broken,
so it will be fixed in a series of phases.
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Fix for {T99039}.
The problem was that `AUD_mixdown` and `AUD_mixdown_per_channel` were returning pointers to freed memory.
Two key changes are made:
1. The return value of those functions now simply return a bool as to whether the operation succeeded, instead of an optional error string pointer.
2. The error string buffer is now passed into the function to be filled in case an error occurs. In this way, the onus of memory ownership is unamibiguously on the caller.
Differential Revision: https://developer.blender.org/D15260
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Instead of removing the `bgl` module, set all it's functions to stubs
so importing `bgl` or any of it's members doesn't raise an error.
This avoids problems for scripts that import bgl but don't call it's
functions when running in background mode.
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For Eevee the light baking can initialize OpenGL earlier, but for workbench we
can't assume the backend exists here already.
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Backend initialization needs to be delayed until after the OpenGL context
is created. This worked fine in foreground mode because the OpenGL context
already exists for the window at the point GPU_backend_init_once was called,
but not for background mode.
Create the backend just in time in GPU_context_create as before, and
automatically free it when the last context id discarded. But check if any
GPU backend is supported before creating the OpenGL context.
Ref D15463, D15465
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This causes an assert with libepoxy, but was wrong already regardless.
Refactor logic to work as follows:
* GPU_exit() deletes backend resources
* Destroy UI GPU resources with the context active
* Call GPU_backend_exit() after deleting the context
Ref D15291
Differential Revision: https://developer.blender.org/D15465
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An increased number of vertices is not a stopper for the surface
deform modifier anymore. It might still be useful to expose the
message in the UI, but printing error message to the console on
every modifier evaluation makes real errors to become almost
invisible.
Differential Revision: https://developer.blender.org/D15468
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No functional changes.
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When rendering with headless builds, show an error instead of crashing.
Previously GPU_backend_init was called indirectly from
DRW_opengl_context_create, a new function is now called from the window
manager (GPU_backend_init_once), so it's possible to check if the GPU
has a back-end.
This also disables the `bgl` Python module when building WITH_HEADLESS.
Reviewed By: fclem
Ref D15463
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This includes:
- new modifier names
It mostly uses `N_` because the strings are actually translated elsewhere.
The goal is simply to export them to .po files.
Most of the new translations were reported in T43295#1105335.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15418
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overrides.
The outliner would tagg all existing local IDs (for remap from linked
reference data to newly created overrides) when creating a new override.
This would become critical issue in case there is several existing
copies of the same override hierarchy (leading to several hierarchies
using the same override).
Further more, BKE override creation code would not systematically
properly remapp linked usages to new overrides one whithin the affected
override hierarchy, leading to potential undesired remaining usages of
linked data.
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This is useful when using an armature as a camera rig, to avoid creating and
targetting an empty object.
Differential Revision: https://developer.blender.org/D7012
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* Snap border to pixels just outside the drawn border, to more easily select
specific pixels by drawing a border inside them.
* Support cropped border renders.
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Instead of duplicating logic many times.
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Fix unreported: Resize with Constrain To Bounds will now limit one shared scale
value for both U and V instead of calculating separate scale values for each.
To fix T98061, the individual origins (transdata->center) is now used when
that mode is active.
See also: 0e9367fc29bc
Differential Revision: https://developer.blender.org/D15420
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null-check for grp.
Reviewed By: fclem
Maniphest Tasks: T99646
Differential Revision: https://developer.blender.org/D15436
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