This makes multires undo much faster and fixes the viewport lag after and undo operation.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5994
The issue was caused by crazy space distortion orientation happening
for subsurf modifier.
Solved by making it so subsurf only deforms the surface but keeps
matrices as-is. This is not fully mathematically correct, but is better
that the fall-back solution which was doing wrong matrices anyway.
Also, this is closer to have subsurf was handled prior to the
related changes.
Reviewed By: brecht, pablodp606
Differential Revision: https://developer.blender.org/D5991
Camera background images were not shown under transparent objects.
This patch performs an alpha under for background images for cycles.
In order to see the difference the Film transparency needs to be turned on.
Note that workbench and EEVEE still needs to be adapted as they don't
write store alpha value in the viewport.
Side note. This implementation is already an improvement of the current behavior, what users are requesting. (Show background images underneath cycles viewport rendering.) It is clear that this patch still needs to be extended to workbench and eevee. For now that should be marked as a known limitation.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5437
Underline was implemented in rBa07394ef2cfd.
It seems that the extrude feature never worked.
Ref T70418
Reviewed By: mont29
Maniphest Tasks: T70418
Differential Revision: https://developer.blender.org/D5972
Side-reported in T70505.
Code did not ensure deleted object was removed from the RBW constraints
collection, leading to some invalid status (object in constraints
collection but without relevant contraints data).
Also fixed another issue - code deleting RBW objects would try to remove
any constraint one using it as target, in a very bad and broken way,
since you cannot iterate over objects of a collection while removing
some... Now instead just NULLify relevant pointers... I hope it works,
otherwise we'll have to take a different approach.
Needless to stress again how weak the whole RBW code is in general, and
regarding same object being used by RBW in more than one scene in particular,
that is known broken situation anyway.
Part of T57918. Selecting and dragging items were conflicting actions
previously when both were using the same mouse button. This avoids the
conflict.
See 056fcdfe7bbed3 for details on behavior.
Part of T57918. Selecting and dragging items were conflicting actions
previously when both were using the same mouse button. This avoids the
conflict.
See 056fcdfe7bbed3 for details on behavior.
Part of T57918. Selecting and dragging items were previously conflicting
actions when both were using the same mouse button. This avoids the
conflict.
See 056fcdfe7bbed3 for details on behavior.
Based on work by Bastien and Brecht in the Node Editor, this adds more
generalized support for selecting items so that click+drag actions on
items (nodes, makers, dopesheet keys, etc.) works as wanted.
Note that this only adds the barebones to support this in other editors,
it's not used yet (will be done in followup commits).
The behavior is supposed to work as follows:
* Clicking an unselected item immediately selects it, and deselects
other items (doesn't wait for release events).
* Click+drag on an unselected item immediately selects it, deselects
others and drags it in one go (don't require selecting it first!).
* Click+drag on a selected item won't change the selection state (and
won't send an undo push) and start dragging all selected items as soon
as the drag event is recognized.
* Clicking on a selected item will still deselect others, but that will
only happen on mouse release, when we know the intention is not to drag
the item.
Included in: https://developer.blender.org/D5979
Reviewed by: Brecht van Lommel, William Reynish
The previous method produced non smooth interpolation results and it was
very hard to control. (At least for me it seemed to be broken until I
actually took a look at what the code actually did)
Now we simply linearly interpolate between the breakdown position and
the current bone data.
Reviewed By: Sybren, Hjalti
Differential Revision: http://developer.blender.org/D5892
Adds a check when starting blender if your platform is supported. We use a blacklist
as drivers are updated more regular then blender (stable releases).
The mechanism detects if the support level changed or has been validated by the user previously.
Changes can happen due to users updating their drivers, but also when we change the support
level in our code base.
When the user has seen the limited support level message it is saved in the user config.
It would be better to have a system specific config section, but currently not clear
what could benefit from that.
When the platform is unsupported or has limited support a dialog box will appear including a link
to our user manual describing what to do.
**Windows**
Windows uses the MessageBox that is provided by the windows kernel.
**X11**
We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed.
**SDL/APPLE**
There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5955
The gain socket in the Musgrave node should be available in the ridged
multifractal mode. The logic for the availability was incorrect.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5989
This basically reverts 540eb2dc1e for an alternative solution that
only enforforces release_confirm [ignoring the preference] on mouse for
the node editor.
Approved by @brecht in T70504.
The bug was basically just caused by a missing 'edit_image' and
'edit_image_user' pointer in context for
'node_shader_buts_tex_environment_ex'.
So adding the following there would be enough to fix the bug:
uiLayoutSetContextPointer(layout, "edit_image", &imaptr);
uiLayoutSetContextPointer(layout, "edit_image_user", &iuserptr);
However, I would suggest using the full-flegged uiTemplateImage (just as
'node_shader_buts_tex_image_ex' does -- instead of a "handmade" subset)
for the following consistency reasons:
- Layout was using single column for image textures, but not environment
textures
- Save / Discard feature on editing the image was there for image
textures, but not environment textures
- Environment textures: Color Space was displayed on node (but not
properties)
- Environment textures: Animation / Sequence settings were displayed on
node (but not properties)
Cant think of a reason for _not_ displaying the whole set for
environment textures (just as for regular image textures)?
Maniphest Tasks: T70454
Differential Revision: https://developer.blender.org/D5988
- Fix accumulate by allowing normal radius greater than one. Now it works as it should and it should be enabled by default
- Make the square test sharper. This gives a lot more definition to the brush, even when working with fewer polygons
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5984
Quadriflow does not support non manifold meshes. (Edges with > 3
connected faces and discontinuous face normal directions)
While it does sometimes "work" in these configurations, the results are
not good and in most cases it just flat out will crash.
Added a sanity check to make sure that the input mesh is manifold.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D5877
This commit solves the bug itself (code was broken when real_id owner of
the private data ID could not be found), and generates a more sensible
representation for all evaluated IDs, makes no sense to display them as
being part of `bpy.data....`!
Now, custom props defined as overriddable can be overridden, saved,
reloaded, etc. That fixes the last main issue with them.
Note that custom props still have a lot of glitches and weirdness in
their overriding behavior, but for now the most important is finally
achieved, will let them rest and settle a bit, those have been
incredibly painful to tame... :(
Before, the modifiers were evaluated in Draw Engine and this required to calculate a factor to increase the VBO size.
Now, the modifiers are evaluated in Depsgraph and the Draw Engine receives the evaluated stroke with the final number of vertices. As the number of vertices is the final value already, if Draw Manager increases the number with the modifiers only increases the memory with empty space because never would be used. This commit removes this double calculation, reducing the memory usage and removes a loop to calculate the size by modifier too.
Also, the function getDuplicationFactor() has been removed because is not required anymore.
Due the internal design of the drawing engine and the special requirements for 2D inside 3D, it's required to keep the original stroke visible in order to display the particles. If the original stroke is hidden, the particles are hidden too.
This commit only fix the segmentation fault. Make visible the particles when the original is hidden would require a complete redesign and maybe would break some 2D features.
For many users, this will make the File Browser window behave more like
what they would expect. It addresses the issue of the File Browser
becoming hidden behind the main window by clicking anywhere in the
latter. It communicates the interruptive, but temporary nature of the
operation a bit better.
Further, on tiling window managers the File Browser now opens as
floating by default, like in other applications.
Note that this also makes sure the File Browser is always opened as
separate window, so it doesn't re-use the Preferences, or any other
temporary window anymore. This seems to have been a common annoyance.
More concretely, this makes the File Browser window behave as follows:
* Stays on top of its parent Blender window, but not on top of
non-Blender windows.
* Minimizes with its parent window
* Can be moved independently
* Doesn't add an own item in task bars
* Doesn't block other Blender windows (we may want to have this though)
* Opens as floating window for tiling window managers (e.g. i3wm/Sway)
Further notes:
* When opening a file browser from the Preference window (or any
temporary window), the main window, as the file browsers parent is
moved on top of the Preferences, which makes it seem like the
Preferences were closed. This is the general issue of bad secondary
window handling as window activation changes. I made it so that the
window is moved back once the file browser is closed.
This behavior is confusing and would be nice to avoid. It's a separate
issue though.
* On most window managers on Linux the temporary window can not be
minimized and maximized, they disable that for dialog windows.
* On Windows and macOS, only minimizing is disabled, as there is no
decent way yet to restore a window if it's not shown in the taskbar.
Reviewed By: Brecht van Lommel, Campbell Barton, William Reynish
Edits and macOS implementation by Brecht.
Differential Revision: https://developer.blender.org/D5810
Part of T69652.