Refactoring event click-drag detection broke click detection for
simulated events. Resolve this by sharing logic for update previous
values in `wmWindow.eventstate` for regular event handling
(no functional changes for non-simulated events). Failure to detect
clicks for simulated events broke the undo test
`test_undo.view3d_multi_mode_select` in `../lib/tests/ui_simulate/run.py`.
All undo tests now pass.
Moving Text.as_string() from Python to C [0] added an extra new-line
causing a round-trip from_string/to_string to add a new-line,
this also broke the undo test `test_undo.text_editor_simple` in
`../lib/tests/ui_simulate/run.py`.
[0]: 231eac160e
This removes the manual construction of a box mesh in the mesh sequence
cache modifier when the Alembic procedural is enabled. It also removes
the use of `BKE_object_boundbox_get` which doesn't make sense on a
non-evaluated object.
Differential Revision: https://developer.blender.org/D14958
When texture painting, brush textures and brush texture masks were not
transformed to account for UDIM tiles.
Differential Revision: https://developer.blender.org/D14671
When saving from the menu the region was not set,
causing the last region in `area->regionbase` to be used
as the region was assigned before comparison.
In this case memory past the buffer bounds would have been written,
potentially crashing. Replace the check with an assert since this
should never happen.
Also don't call exit as failing to write a file shouldn't exit Blender.
Actually, delete the strip only deletes the container, but not the linked data. This patch adds the option to delete the scene also. This is very handy for storyboarding.
Reviewed By: ISS
Maniphest Tasks: T97683
Differential Revision: https://developer.blender.org/D14794
This operator allows to add a new scene at the same time that the strip. This is very handy for storyboarding.
Reviewed By: ISS
Maniphest Tasks: T97678
Differential Revision: https://developer.blender.org/D14790
No longer happens on the buildbot, but for users building with an older
Xcode, still need to avoid using value().
Differential Revision: https://developer.blender.org/D14883
Fix a crash when a driver variable targets an object and uses
`data.shape_keys.key["name"].value` in its expression.
The fix consists of adding an extra relation from the targeted object's
`GEOMETRY` component to the driver evaluation. This ensures that its
`data` pointer has been evaluated by the depsgraph and is safe to
follow.
This also resolves the concern raised on rB56407432a6aa.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D14956
Skip writing binding data and similar for override modifiers already
present in reference linked data, as this can use a lot of space, and
is fully useless data typically since we already skip writing Mesh
geometry data itself.
Ref. T97967.
Skip writing binding data and similar for override modifiers already
present in reference linked data, as this can use a lot of space, and
is fully useless data typically since we already skip writing Mesh
geometry data itself.
Ref. T97967.
Skip writing binding data and similar for override modifiers already
present in reference linked data, as this can use a lot of space, and
is fully useless data typically since we already skip writing Mesh
geometry data itself.
Ref. T97967.
Skip writing binding data and similar for override modifiers already
present in reference linked data, as this can use a lot of space, and
is fully useless data typically since we already skip writing Mesh
geometry data itself.
Ref. T97967.
This changes is needed to give more control to modifiers' writing
callback when defined. It will allow to implement better culling of
needless data when writing e.g. modifiers from library overrides.
Ref. T97967.
Reviewed By: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D14939
The active/render layer is indexed from the first layer of that type. These functions
incorrectly subtracted the layer index of *each* layer, instead of the first one.
If there's only a single layer this doesn't matter, but when there are multiple layers
it will set the wrong active layer for consecutive layers.
I'm not aware of any actual errors caused by this, because the active and render layers are
only ever queried from the first layer of that type, but it was confusing during debugging a
related issue. This patch makes the behavior of CustomData_set_layer_active_index()
consistent with CustomData_set_layer_active() and the same for render.
Differential Revision: https://developer.blender.org/D14955
Blender can only support a single undo system per undo step. As sculpting/vertex colors are mutual exclusive operations
out approach is just to switch the undo system when painting on an image.
PBVHNodes contain a list of areas that needs to be pushed to the undo system.
Currently the undo code is in sculpt_paint_image. We should eventually support undo for color filtering and other nodes.
we might need to place it to its own compile unit so more brushes can invoke the same code.
{F13048942}
Reviewed By: brecht
Maniphest Tasks: T97479
Differential Revision: https://developer.blender.org/D14821
The 'OVERRIDE_HIDDEN' extra collection would often be mistakenly added
to a linked collection, which is totally forbidden and guaranteed to
crash on undo/redo.
Reworked the code instantiating that extra collection in a more generic
and hopefully robust way now.
Previously these only supported a subset of what the save operator could do,
for example no multilayer or stereo saving, no proper color management. Now
share code with the image save operator so it's more consistent.
Inherited from older versions of the code, not needed anymore in most
common cases (like making override from a local empty instantiating a
collection, or if the active object is directly overridable).
Headers should only include other headers when absolutely necessary,
to avoid unnecessary dependencies and increasing compile times.
To make this change simpler, three DerivedMesh functions with a single
use were removed.