Age | Commit message (Collapse) | Author |
|
|
|
Change BKE_object_shapekey_{insert/remove} to set/clear
the active shape index.
Only set the active index when there are no existing active shapes.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Caused by 236ca8fbe8457550.
|
|
Regression in 12bc34b0b81b1, add assert so this doesn't happen again.
|
|
|
|
Getting the string for a specific context is a basic thing that can be
its own function. This way it can also be reused in other functions.
|
|
The ED_region_panels_layout_ex function was quite long, so separating
some pieces of it can make it easier to understand and more modular.
Additionally, the parts that were split off can be reused for future
property search code.
|
|
This is a fixup to rB7710de26d0d768734977769af4a278b262f4da51
|
|
On MacOS + Intel Iris Graphics 6100 (may affect other config too), the
texelFetch operation bypass the base mip setting of the texture object.
Using textureLod with lod = 0.0 ensure the lowest (after clamping) mip will
always be selected.
Also disable the texture filtering for this sampler to avoid unecessary
fetches.
This should fix T78653 Blender 2.83 broken Depth of Field in Viewport
|
|
Remove the condition preventing orientation from being obtained out of
the 3d View context.
Also pass the `ob` and `obedit` arguments obtained from the caller.
|
|
Make it obvious which values are written to.
|
|
This was caused by a faulty default where program point size was used.
|
|
|
|
|
|
This makes replay analysis inside renderdoc much easier by using the new
debug group functionality.
|
|
Debug groups makes it easier to view from where an error comes from.
The backend can also implement its own callback to make it easier to
follow the API call structure in frame debuggers.
|
|
Now they will at least show the shader name
|
|
See the differential for some more information.
Reviewers: mano-wii
Differential Revision: https://developer.blender.org/D8891
|
|
The instance offset should be applied before scaling.
This way the scaling is done from the "collection origin".
Reviewers: zeddb, brecht
Differential Revision: https://developer.blender.org/D8889
|
|
When developing the image draw engine I wasn't aware of this option. But
now it is back.
|
|
The bounding box is not updated in the original object when the function is called using evaluated object and keeps wrong while the object is not edited or the file saved.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D8565
Notes: Minor changes done in the patch following review comments.
|
|
During undo/redo read code is expected to clear the `OB_MODE_EDIT`
bitflag of `Object.mode`, for some reasons.
This was not done anymore for re-used Objects, we need to add a special
handling case for that too.
Should be backported to 2.90 and 2.83 (will probably not be straight
forward for the latter).
|
|
The operator's return was ignored by the gesture ops that always
returned `OPERATOR_FINISHED`.
This ends by adding a undo step that brings no change.
|
|
Oversight in 411c5238a2fef ignored sticky selection.
Use 'uvedit_edge_select_set_with_sticky' to make sure
sticky options are respected.
Also skip checking the existing selection since that only checks the
current UV, not all connected UV's which is needed for sticky selection.
The extra checks to avoid updating UV's isn't such an advantage as
only meshed in the selected region are tagged for updating.
|
|
Write custom properties (aka ID properties) to Alembic, to the
`.userProperties` compound property.
Manifest Task: https://developer.blender.org/T50725
Scalar properties (so single-value/non-array properties) are written as
single-element array properties to Alembic. This is also what's done by
Houdini and Maya exporters, so it seems to be the standard way of doing
things. It also simplifies the implementation.
Two-dimensional arrays are flattened by concatenating all the numbers
into a single array. This is because ID properties have a limited type
system. This means that a 3x3 "matrix" could just as well be a list of
three 3D vectors.
Alembic has two container properties to store custom data:
- `.userProperties`, which is meant for properties that aren't
necessarily understood by other software packages, and
- `.arbGeomParams`, which can contain the same kind of data as
`.userProperties`, but can also specify that these vary per face of a
mesh. This property is mostly intended for renderers.
Most industry packages write their custom data to `.arbGeomParams`.
However, given their goals I feel that `.userProperties` is the more
appropriate one for Blender's ID Properties.
The code is a bit more involved than I would have liked. An
`ABCAbstractWriter` has a `uniqueptr` to its `CustomPropertiesExporter`,
but the `CustomPropertiesExporter` also has a pointer back to its owning
`ABCAbstractWriter`. It's the latter pointer that I'm not too happy
with, but it has a reason. Getting the aforementioned `.userProperties`
from the Alembic library will automatically create it if it doesn't
exist already. If it's not used to actually add custom properties to, it
will crash the Alembic CLI tools (and maybe others too). This is what
the pointer back to the `ABCAbstractWriter` is used for: to get the
`.userProperties` at the last moment, when it's 100% sure at least one
custom property will be written.
Differential Revision: https://developer.blender.org/D8869
Reviewed by: sergey, dbystedt
|
|
The last usage was removed in {rB4eda60c2d82de0d7f7ded8ddf1036aea040e9c0d}.
|
|
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D8888
|
|
Armature properties still had to be made overridable.
|
|
Regression introduced by {D8234}; GPU textures can be requested without
an image user.
|
|
results in Crash.
RNA diffing code was not dealing properly valid NULL PointerRNA (like
the empty texture slots of a ParticleSettings e.g., which were cause of
crash in that report).
To be backported to 2.90 and 2.83.
|
|
Raise an exceptions when adding vertex groups to object types
that don't support it.
|
|
Running `bpy.ops.script.reload()` from Python was crashing
since the operator being called was it's self freed.
Change the reload operator to defer execution - as supporting
re-registration during execution is quite involved for a corner-case.
|
|
|
|
Tiled texture uses different texture structure than normal textures.
Normally we add dummy textures and use them, but I found it cleaner to
have 2 shaders and use the correct shader.
|
|
in Local View
Hiding a collection should hide all children objects even when we are in Local
view with one of them.
Note from reviewer: We are doing this already for local collections. So
may as well do it when hiding the collections for the entire view layer.
Developer details: In function "BKE_object_is_visible_in_viewport" object flag
BASE_VISIBLE_VIEWLAYER wasn't being checked when we were in Local view,
It's now changed so that it's checked even if we are in Local view.
And this function was called by some viewport draw functions to check if it
should draw an object or not.
Maniphest Tasks: T72584
Differential Revision: https://developer.blender.org/D7894
|
|
Use the enum instead of a boolean. Exibit n°5512 where typecast
warning would have find the error.
|
|
And also enable pass names when using `--debug-gpu` option.
|
|
This was caused by a left over DRWPass->state modification
that made the subsequent samples redraw without Blending enabled.
This led to incorrect blending.
The fix is to use the new API for pass instancing.
|
|
Also added code so that exact solver does the whole collection at once.
This patch allows users to use a collection (as an alternative to Object)
for the boolean modifier operand, and therefore get rid of a long modifier stack.
|
|
Rendering only to the depth buffer seems to need a valid fragment shader
with a color output on some platform.
|
|
Incorrect code folding in recent commit
|
|
Entering edit-mode after creating shape keys on a blank mesh would crash.
Regression in 9b9f84b317fef which prevented initializing empty
shape keys when there is no shape key offset data available.
|
|
|
|
Printing an evaluated view layer would show:
Evaluated Scene 'Scene'
- Now __repr__ uses the __str__ fallback for evaluated data,
as done in other situations where we can't create a string that
would evaluate to the data.
- __str__ now shows when the data is evaluated.
- __str__ always includes the memory address
(which was previously only shown for structs without a name).
|