This was caused by the paint overlay drawing after the infront pass.
Moving the paint overlay before it fixes the issue. We might even do
that for more mode overlays.
Drawing on e.g. the X-Z plane was broken due to an earlier
commit (rBef28da262342). This was causing the projection when drawing
on an axis plane to fail.
The fix checks that the user is in view plane projection mode.
Reviewed By: antoniov
Maniphest Tasks: T85203
Differential Revision: https://developer.blender.org/D10252
Some orientations are not possible to be calculated for certain scenes.
In these cases, others are chosen and informed by the operator.
However, the user may prefer that the chosen one be displayed (even if it
is not actually used).
This corresponds to older versions of Blender.
This could happen with files saved before ef4aa42ea4, so before global areas
were written to .blend files.
We would just always add the top- and status-bar, even though the screen wasn't
supposed to have them. I'm not entirely sure what caused the further issues
observed there, most code should probably handle the case fine still. But
apparently something didn't.
Steps to reproduce were:
* Open Blender from before ef4aa42ea4 (e.g 2.91 release)
* In 3D View, View > Area > Toggle Fullscreen Area
* Save the file
* Open the saved file (can be in newer version too)
The fullscreen is corrupt now, especially noticable after duplicating the
workspace.
This bug happens when media size doesn't match scene size and proxies
are enabled. This is because some strips are rendered in preview size
already - effects, mask or strips using proxies.
If strip input is prescaled it needs to be known when transforming
images, which does also scaling to preview size as one operation.
whether image needs prescaling is defined in function
`seq_need_scale_to_render_size()`
Problem was introduced in 5713626422. Previously all images were
scaled to fit into preview, and this was considered as baseline for
further image transformation.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10183
Due a thread priority, the calculation of the current frame is not done before the frames are available. This produces wrong render frames.
The solution is verify the current frame before doing the real render. This adds only a few milliseconds, but it assures the frame is correct.
As the problem is only when render in background, the recalculation of the frame is only necessary when do real render and not a viewport render, so there is no impact in the animation FPS.
This solution replaces {rBf9e994d0f463}.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
This new solution makes the rotate operator use the negative vector of the
axis.
This reverts commit f9e994d0f4.
And fixes T85227.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
The previous fix to the width modes Percent and Absolute did
not take into account that with limit mode Weight, the amount
needs to be scaled by the bevel weight of the beveled edge in
question. (Sometimes there are two beveled edges in question,
in which case an average is used.)
The previous fix to the width modes Percent and Absolute did
not take into account that with limit mode Weight, the amount
needs to be scaled by the bevel weight of the beveled edge in
question. (Sometimes there are two beveled edges in question,
in which case an average is used.)
This was caused by a use after free. The issue was that the motion steps
were successfully gathered but failling the last vertex count check,
discarding the copied VBOs but not removing the reference of the first
VBO which was passing the test.
This solution replaces {rBf9e994d0f463}.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
This new solution makes the rotate operator use the negative vector of the
axis.
This reverts commit f9e994d0f4.
And fixes T85227.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
In the operation of adding reroute node to the intersection with the
gesture segment, each rerount was added to the middle of two points that
are part of the segment.
Now add the reroute point to the intersection position.
Maniphest Tasks: T85149
Differential Revision: https://developer.blender.org/D10247