Age | Commit message (Collapse) | Author |
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Contributed by luzpaz.
Ref D14271, D14270
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Differential Revision: https://developer.blender.org/D14286
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Restrict a lot deletion/moving around of liboverride objects and
collections in the Outliner.
While some of those operations may be valid in some specific cases, in
the vast majority of cases they would just end up breaking override
hierarchies/relationships.
Part of T95708/T95707.
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The brushes that are still called "Test" still need to be changed
until they can get their correct name.
Ref T96259.
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Blender crashes when a multi-user grease pencil object has vertex
groups and is modified by modifiers, layer transform or parenting.
The fix makes sure that we copy the vertex group names list.
Reviewed By: antoniov
Maniphest Tasks: T96233
Differential Revision: https://developer.blender.org/D14275
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Original patch by @lone_noel with changes by me.
Differential Revision: https://developer.blender.org/D14102
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Error in b8960267dd51f9108b3b49e9b762e6b4d35ae1dc,
the flag was cleared before use.
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Correct the default & version existing files.
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Pass NULL instead of an empty string.
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Error in 1a12c9edab4ac89c8a87c20ad3a2195d0e681bc8,
also correct descriptions.
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Include built-in keying sets when ANIM_keying_sets_enum_itemf is called
without a context to allow binding keys to built-in keying sets.
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At the time of naming these members only some event types generated
click events so it made some sense to differentiate a click.
Now all buttons support click & drag it's more logical to use the
prefix "prev_press_" as any press event will set these values.
Also update doc-strings.
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Operator area_dupli_invoke should not create modal windows.
See D14253 for details.
Differential Revision: https://developer.blender.org/D14253
Reviewed by Brecht Van Lommel
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This commit fixes an issue, where for instance, when merging vertices
with the "Merge by Distance" geometry node, the resulting vertices had
their boolean attributes set unpredictably.
Boolean attributes are implemented as custom data, and when welding
vertices, the custom data for the resulting vertices comes from
interpolating the custom data of the source vertices.
This commit implements the missing interpolation function for the
boolean custom data type. This interpolation function is implemented in
terms of the logical or operation, that is to say, if any of the source
vertices (with a weight greater than zero) have the boolean set, the
boolean will also be set on the resulting vertex.
This logic matches 95981c9876483256b28.
In geometry nodes, attribute interpolation generally does not use the
CustomData API for performance reasons, but other areas of Blender
still do.
Differential Revision: https://developer.blender.org/D14172
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Handles of non-cyclic bezier curves were not initialized.
Now properly copy the dangling handle positions and types
from the source curve.
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This avoids transform jumping which is a problem when tweaking values a
small amount. A fix for T40549 was made box-select used the location
when the key was pressed.
While it's important for box-select or any operator where it's expected
the drag-start location is used, this is only needed in some cases.
Since the event stores the click location and the current location,
no longer overwrite the events real location. Operators that depend on
using the drag-start can use this location if they need.
In some cases the region relative cursor location (Event.mval) now needs
to be calculated based on the click location.
- Added `WM_event_drag_start_mval` for convenient access to the region
relative drag-start location (for drag events).
- Added `WM_event_drag_start_xy` for window relative coordinates.
- Added Python property Event.mouse_prev_click_x/y
Resolves T93599.
Reviewed By: Severin
Ref D14213
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Prevents a few unneeded calls to `std::sin`, with an observed
performance improvement of about 1 percent.
Differential Revision: https://developer.blender.org/D14279
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Normals aren't stored in custom data anymore, nor are they stored in
MVert for comparisons.
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When the geometry of the sculpt mesh was replaced when restoring from
a full undo step, the runtime data was not cleared (including any
normals, triangulation data, or any other cached derived data).
In the report, only the invalid normals were observed.
The fix is to simply clear these caches. Later they will be reallocated
and recalculated if necessary. Since the whole mesh replaced here
anyway, this should be a safe fix.
Differential Revision: https://developer.blender.org/D14282
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The strings must not end with point.
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The new mode only builds the new strokes in each frame.
The code is assuming somebody uses "additive" drawing, so that each frame is different only in its NEW strokes. Already existing strokes are skipped.
I used a simple solution: Count the number of strokes in the previous frame and ignore this many strokes in the current frame.
Differential Revision: https://developer.blender.org/D14252
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Differential Revision: https://developer.blender.org/D14276
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While uncommon, this is still a valid case...
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Tangents are computed from UVs on the CPU side when using GPU subdivision
and require that the normals are available there as well (at least for smooth
shading, flat normals can be computed on the fly). This simply adds the missing
normals update call for the `MeshRenderData` setup for the subdivision case.
Differential Revision: https://developer.blender.org/D14278
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Some drivers for legacy platforms seem to have issues with compute
shaders, as revealed by T94936. This disables compute shader for the
known drivers where this issue is present. It is not clear if the issue
is Windows only or not, so this disable them for all operating systems.
See T94936 for a list of configurations where the issue is reproducible
or not.
Differential Revision: https://developer.blender.org/D14264
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Sound properties like volume, pitch and muting are handled in
`BKE_sound_add_scene_sound()`. This is unnecessary, because in
properties are then set to real values in `SEQ_edit_update_muting()` and
`seq_update_seq_cb()`.
Alternatively, it may be better to remove all other updates leave them
in `BKE_sound_add_scene_sound()`. But I want to add muting per channel,
whhich is easier and probably cleaner to do with function
`SEQ_edit_update_muting()`.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D14269
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Avoid re-creating & freeing the depsgraph for every driver evaluation.
Now the depsgraph is kept in the name-space (matching self),
only re-created when the value changes.
In a contrived test-case with many drivers this gave ~15% overall
speedup for animation playback.
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Code cleaning up no-more-needed override data during diffing process
would systematically remove override data from linked IDs.
While this is not a critical issue in theory, it has bad consequences at
the very least on user UI/UX, and potentially can cause bugs in some
corner-cases scenarii.
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Was already mostly the case, but from RNA API there was no proper check.
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Missed decref in 686ab4c9401a90b22fb17e46c992eb513fe4f693 caused every
driver evaluation to create the BPy_StructRNA depsgraph without freeing
the previously allocated depsgraph.
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The exact behavior of the brushes is still being iterated on, but it
helps having a base implementation that we can work upon.
All of that is still hidden behind an experimental feature flag anyway.
The brushes will get a name in the ui soon.
Differential Revision: https://developer.blender.org/D14241
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Issue only happens in release builds on windows. That said it was an
actual error in the code. This class is compiled inline in release
builds. When updating multiple textures it would reuse the same memory
to collect the changes. When the previous loaded tilenumber was exactly the
same but from a different image the tile buffer wasn't loaded.
Reviewed By: sergey
Maniphest Tasks: T96213
Differential Revision: https://developer.blender.org/D14274
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This part has to be refactored soon anyway, because more types
curves have to be drawn for the new Curves object.
For now, 3 is a better default than 2, because that matches the
actual resolution of the curve currently.
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This makes the brushes more smooth, because the brush has an
effect after every mouse move, instead of only every x pixels.
For this to work well, the brushes have to look at the stroke
segments instead of at the mouse positions separately.
A more fine grained check might be added in the future.
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Support transforming two pose objects at once even when they share
object data as this is per-object.
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Otherwise it's possible to accidentally use these variables
in debug builds, breaking release builds.
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