Age | Commit message (Collapse) | Author |
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We were not passing a scene collection parent to the BKE_collection_add
function, which in turn made syncing not work.
Right now we:
* Explicitly pass the master collection in this case
* Fallback to the master collection in other cases
With unittest.
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Matches vertex paint mode
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Vertex paint was still using sculpt mode brush (which can be NULL).
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Conflicts:
intern/cycles/blender/addon/ui.py
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This fixes a few caess where new width adjustment code
was less than ideal.
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Caller ensures pose-mode, this flag is only set while drawing.
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We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.
After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3050
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Synchronize code in on_visible_update with depsgraph building.
Need to update all cameras, since they might be hooked up to marker.
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Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.
Reported as T53999 although this issue has been known limitation
for a long time.
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This is also how box selection and mouse selection is working.
Requested by Hjalti, reviewed by Joshua. Thanks!
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Wasn't setting transform context
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Sync changes from 2.8
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- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
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making it semi-useless
Partially revert efe1af3d11a930b539718cc566049f07316427ff
The offending commit over-zealously removed the datablocks viewer case
as well, when only the condition needed to be modified.
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Previous commit was af425f3f7a08c09f7fbc7076b364fac75163b296
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Sorry about the noise...
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Conflicts:
source/blender/windowmanager/intern/wm_files_link.c
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Conflicts:
source/blender/windowmanager/intern/wm_files_link.c
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This was caused by dupli's ObjectEngineData that were not free.
This allocates the data using the instance data manager (no alloc/free between frames). Though the data should be treated as not persistent in this case.
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Ubos needed to be free correctly.
Also the matcap colors are statics and does not need to be uploaded each drawcall.
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Made shape keys to work for meshes. Also added missing code for curves.
Curves and lattices will not have shape keys visible, since modifiers support
is still to be done for them.
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Only crash is fixed, still need to do something about missing recalc
or something like that.
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It is possible to have non-NULL scene in graph which was never built yet,
this happens when ID is tagged for update for non-built graph.
Was causing crash opening deg_anim_pose_bones.
Reported by Mai in IRC, thanks!
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Fixes empty not moving int deg_anim_material_driving_empty.
Reported by Mai in IRC, thanks!
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This made vertex/weight/sculpt crash.
Add BKE_workspace_update_object_mode which sets the object mode from the
workspace.
We may want to re-visit exactly when this is set, for now call within
wm_event_do_refresh_wm_and_depsgraph.
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reset
This fixes an issue where old cache data was used after an object has been moved.
Particles were coming from very wrong positions. Reproduction case is to move an
object while animation is running and then let the animation loop back and
play again.
Differential Revision: https://developer.blender.org/D3044
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Really strange bug. Maybe gl_FragDepth is broken on this implementation.
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This is not needed anymore with linux 4.15 + Mesa 17.3.3.
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Suggested by Pablo Vazquez (venomgfx).
The idea here is that it should be easy to work in the outliner by picking a
bunch of objects and adding them to a new collection.
Where is the new collection? In the same level as the "outliner active" object.
Note, since the outliner has no pure concept of an active object, I'm using
the highlight tag for this. Hopefully it works fine.
It should work in "Collections", "View Layer", and "Groups".
Only when collections are not filtered out.
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Outliner groups mode support no filtering.
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Better make it clear it is different than OUTLINER_OT_collection_objects_remove.
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Suggested by Pablo Vazquez (venomgfx).
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