Asset library data is destructed on file load. Asset lists (weak and
hopefully temporary design) contain pointers into it that would dangle
then. Make sure the asset lists are destructed before the asset library
data.
Previously these were only written to the console with no UI feedback
whatsoever. Just a bit nicer to give the user some info that something
went wrong.
See also T102495.
Differential Revision: https://developer.blender.org/D15732
Include the node name and parameter index in the variable name for easier debugging.
(Enabled for debug builds only)
Reviewed By: fclem, jbakker
Differential Revision: https://developer.blender.org/D16496
The main problem is that the node tree was not properly updated
after a property in the tree changed. More specifically, the collection
pointer in the Collection Info node was cleared, but the node tree
was not updated after that (usually this is handled by rna updates).
Differential Revision: https://developer.blender.org/D16289
- The label for modal keymaps was extracted but did not use the proper
context on translation.
- Same goes for modal keymap items.
- Extract the UI messages from rna_keymap_ui.py
- Translate global keymap names.
- Use the proper context in the status bar for the tool prompt operator
Ref T102071
Maniphest Tasks: T102071
Differential Revision: https://developer.blender.org/D16348
Grease pencil data keyframes were listed twice in the summary.
First by the generic object data listing,
which did not handle properly grease pencil objects,
and did not account for the grease pencil filter.
Second by the specific grease pencil function.
Now only the second call is made,
and the filter hides keyframes in summary as well.
Reviewed By : Jeroen Bakker, Falk David
Differential Revision: https://developer.blender.org/D16369
Operations to rearrange channels in the main dopesheet
did not cover grease pencil layer channels.
Now grease pencil layer channels can be moved up and down
in the main dopesheet just like other channels.
Reviewed By: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D15542
Regression introduced by {rB601995c3b86986cf8f8e5b6e5a65bcfa7f8f2e32}.
Noticed by Heist project as they render final frames with workarounds enabled.
The mentioned patch introduces attaching VBO as textures. This used to be
done by the caller. The mechanism used a different order hence the VBO
could still be unbound when using. This cannot be solved inside the new
mechanism clearly so this patch will just bind when the buffer isn't bound
just before the drawing command is sent to the GPU driver.
This commit adds a new "Image Info" node to retrieve various
information from an image like its width, height, and whether
it has an alpha channel. It is also possible to retrieve the FPS
and frame count of video files.
Differential Revision: https://developer.blender.org/D15042
Adjusts behavior for trimming Bezier curves, specifically the outer
Bezier handles for the endpoints which do not influence the actual
curve. Handles are only adjusted if they lie within the same segment
with at most one endpoint being a control point (unless they are the
same in which handles are set to the point itself). The result yields
a curve in which the trim result can be inverted by re-setting the
cyclic property for the curve using 'Set Spline Cyclic' node
(iff both trim endpoints lie within a segment).
Differential Revision: https://developer.blender.org/D16488
Patch fixes versioning issue with NURBS files saved with Blender
version from commit 45d038181a to 0602852860 and opened with
Blender version from commit 0602852860. Cyclic Bezier NURBS
saved and then opened with Blender versions mentioned above
changed their shape.
Bug was reported in comments of T101160, circle problem.
Differential Revision: https://developer.blender.org/D16503
The weird code dealing with `MeshPrimitive` didn't increment the
material indices pointer for geometry types besides triangle fans.
Also use a proper accessor to avoid adding a duplicate material
indices attribute, just in case this code is used on existing meshes.
Selection range is +/-7 pixels to actual clicked position, but strip selection
was biased towards rightmost strip.
To make selection more intuitive, select closest strip to clicked position, and
stop iterating when strip intersects clicked pixel.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D15728
To override the default quality and filepath. After changes to unify the image
operator and this method, the quality changed from 75 to 90 to make both
consistent. However there was no way to lower the quality to match the previous
behavior, this adds support for that.
Ref T102421
Though they are sometimes used by users of the BVH tree, mostly
vertex normals when building the BVH tree is unnecessary. Skip it
instead and avoid storing the vertex normals in the BVH tree cache.
They are just calculated in the few places they are actually needed.
This should save at least a few percent of the runtime in some cases
where the normals weren't needed otherwise.
This gives a friendlier interface, an inline buffer, RAII, etc.
Also switch some BMesh functions that were only used by the snap
system's use of BVH utils.
Generally the `extern "C" {` brackets shouldn't be added around other
headers since it causes problems when using C++ features in them.
Follow that convention for the "bmesh.h" header.
This patch adds a "Show Gizmo" toggle to the Movie Clip Editor header, for consistency with other editors.
{F13892765}
Differential Revision: https://developer.blender.org/D16437
Disable the zoom in and out buttons on the when they would have no effect.
This also removes an incorrect comment that indicates the maximum zoom level
was 20x when in fact it was 25x.
Differential Revision: https://developer.blender.org/D16252
The anims data is a runtime cache similar to the image buffer or GPU texture
and needs to be preserved through undo in the same way.
Found as part of D15042 development.