Age | Commit message (Collapse) | Author |
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In short, the settings to expand/collapse the Particles Animation Dopesheet expander
were no longer getting exposed, so the F-Curves attached to the particle settings
were not showing up in the channels list as that section was collapsed and couldn't
be opened from the UI.
Early on during the development of 2.8, we originally wanted to completely remove
the Particle System. Eventually that decision got walked back, and so particles
were reinstated. Well... most of the relevant code was! One of the areas that was
the most messed up during this process was the animation editor support for these
channels. It seems that there was almost a two-step removal process here -
the first pass tried to keep the channel definitions while removing all references
to particle stuff, while the second pass tried to remove the definitions completely
and/or re-added them in the wrong places, etc. To say the removal/reverting history is
here is "colourful" is an understatement...
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Better to communicate the current state clearly until this is supported,
for now only object visibility can be animated.
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Support only basic operations: new/add/subtract.
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This refreshes on cursor motion so it's worth avoiding redundant
updates, especially for multi-object edit-modes where many objects
aren't even near the object being selected.
This commit also moves to passing eSelectOp to circle select functions
in preparation for adding a select mode tool option.
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Needed for circle select to replace the current selection.
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Reviewers: brecht
Maniphest Tasks: T62053
Differential Revision: https://developer.blender.org/D4432
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This doesn't support multi-object editing, no reason to check others.
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Was caused by another fix in the area, and root to the wrong though that
transformation is only initialized from a fully evaluated dependency graph.
The latter one is not a case when changing transformation mode.
Solved by copying transform to an evaluated object.
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The intention was to disable constraints prior evaluation of
the object.
Spotted by Campbell, thanks!
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Previously a modifier key-map type only worked when the same key was
enabled as a modifier as well.
This allows for users to assign an action to double-tap-shift for eg.
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Also no need to map the event type for inactive keys.
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Lasso actions that only de-selected were handled as if nothing changed.
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Regression in recent transform changes.
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Without this it's impractical to subscribe to any change to the cursor.
Fixes T61969 by having gizmos update on any change to the cursor.
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Also use double indent instead of mixed tab/spaces.
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Split SEQUENCER_PT_proxy to:
SEQUENCER_PT_proxy_settings
- global settings and operators
SEQUENCER_PT_strip_proxy
- proxy settings per strip
Author: Guillaume M (mathers)
Reviewed by: ISS, campbellbarton
Differential Revision: https://developer.blender.org/D4262
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Workaround to tranform feedback not working on mac.
On some system it crashes (see T58489) and on some other it outputs
garbage (see T60171).
So instead of using transform feedback we render to a texture,
readback the result to system memory and reupload as VBO data.
It is really not ideal performance wise, but it is the simplest
and the most local workaround that still uses the power of the GPU.
This should fix T59426, T60171 and T58489.
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Now it will be simpler for code jsut wanting to preserve custom normals
around to set them, without having to add same boiler plate code all the
time around actual code.
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Currently modifier stack assumes there are no poly normals data passed
around, so in case a modifier generates such data, it has to clean it up
after usage.
Whole handling of normals is a bit annoying and week currently, we can
probably enhance that once fully per-mesh item type cddata masks are in?
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Not a bug, but supporting preservation of custom normals in that
specific modifier makes sense, in game pipeline contexts.
Could also ease work of IO add-ons that want to export
triangulated geometry...
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We only had one to set those flags, up til now...
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Now always refresh when the material changes. Depsgraph tag moved out
of the refresh function since that gets called on depsgraph update,
which should not trigger a second depsgraph update.
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Original optimization idea was wrong: it is possible that some other
ID would reference an object which is also used by a base.
Rolled back to a bit more fragile solution.
In the future would be nice to make it somewhat less duplicated with
the builder itself.
Fixes assert failure (and possibly crashes) when adding grease pencil
object and switching to a draw mode.
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While it's kind of common to use camel case in C++ this is not
currently agreed style for C++ in Blender.
Got confused by working on other areas with 3rd party libraries.
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Was missing ID recalc tag.
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The outline now has some alpha to be more consistent with other Blender areas.
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The main overlay switch and outline option must be checked.
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This line was added accidentally in the header text.
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The selection outline of 1 pixel was too thin.
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Now an outline is drawn when the grease pencil is selected.
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After adding selecction using strokes, the dummy is not required because it was added as a provisional solution while we implement stroke selection.
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Now it's possible to select a grease pencil object without using the dummy.
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Almost every pulldown menu and popover has a little dropdown arrow shape.
Unfortunately it is a bit wonky. The top of the right side of it is wider than the top of the left side. And both sides are narrower at the bottom than the top. It might be hard to see, but this image should help:
{F6728281}
The patch fixes the symmetry of the shape while keeping the weight as similar as possible. In the following image you can see the outline of the current version in red and this new version in green.
{F6728298}
With patch applied the arrow looks perfect:
{F6728302}
Reviewers: brecht, billreynish
Reviewed By: billreynish
Subscribers: pablovazquez
Tags: #bf_blender, #bf_blender_2.8, #user_interface
Differential Revision: https://developer.blender.org/D4424
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This reverts commit 6a4a984ff731070d0702821fe1e67dea40e593b9.
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This allows to update base flags to a proper state then object's restriction
flags are changed, without requiring to re-evaluate an entire tree of flags.
Some old unused flags are were removed by this change, and also disabling
menu items might not work the same as before. This is something we can bring
back if it's really needed (the way how flags are handled did change since
that interface code was done anyway, so code was looking weird anyway).
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4420
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Was only set and read from a single location.
Removing to keep things more manageable.
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This allows dependency graph to evaluate drivers of those objects
and put them to a correct state. It will increase memory usage
since now we can no longer save it by skipping copy-on-write for
such objects. It will also currently make things slower, because
we do not have granular enough visibility update of components in
the dependency graph. Can do it later when the rest of the changes
are finished.
This commit does not update restriction flags on the base, since
that is somewhat tricky to do currently: need to somehow see whether
object is disabled due to flags on collection or due to own flags.
Differential Revision: https://developer.blender.org/D4419
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The idea is to keep bases which are known for sure to be in the
dependency graph. Previously, this code was duplicating logic
around checking restriction flags, which becomes more hard to
maintain once we are moving towards to more comprehensive checks
about whether base is a part of evaluated scene or not.
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As discussed with @billreynish this makes little sense now that we don't
have a dedicated textured mode. We don't have a superior texture or shaded
mode anymore and we also cannot mix different engines together (workbench
with eevee/lookdev).
The only feature it removes is the possibility to hide textures for certain
object in solid mode.
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Was broken by 6a03199b50e02d57a50eb24441ef7be0b7e965ac.
Reintroducing the padding along with a few comment to not reproduce the
same errors.
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