This would happen if a tile is found on disk, painting would actually
request that tile (because corresponding uvs were in that range), but
that tile was not added in blenders list of tiles in that Image.
Need to also check tile in `image_quick_test` (regardless of iuser
having passed).
thx @lukasstockner97 for additional input!
Maniphest Tasks: T73110
Differential Revision: https://developer.blender.org/D6578
selection
False positive when a sequences end would be the same as active
sequences start.
Also thx @sybren for the heads up to make this more readable.
Maniphest Tasks: T72546
Differential Revision: https://developer.blender.org/D6451
I doubt we can do much better. Most of the aliasing comes from the edge
detection which does not use a lot of samples. We could use more samples
but then the detection becomes way more complex and expensive.
The second issue comes from the reconstruction (AA pass) that only bleed
adjacent pixels in if their line direction is perpendicular to the offset.
This makes corner gaps on certain diagonals.
'Straight Cut' is actually documented as creating N-Gons. However, the
code was disallowing this. This is probably a mix-up as the "allow N-Gons"
option is documented as a "force quad/tri" option.
There is already code for this, it just wasn't working. Now add the
slash after checking for an empty string.
Differential Revision: https://developer.blender.org/D6568
We can't use the fast path when the mesh is used by mulitple objects and so
slower sculpting is expected then. But fake users should not affect this. This
also fixes the same type of error in a few other areas.
Cache file loading for mesh and particle files now works through the direct update_structures functions. The final cache mode now also only bakes the most essential files and is therefore not resumable anymore.
When computing the roll value coming from the handle bone, the code
was using some strange unexplained math. It probably works fine when
the difference with the 'zero roll' orientation is pure twist, like
is the case when called from mat3_to_vec_roll. However, it appears
to break when significant swing is involved.
The issue is fixed by using the proper Swing+Twist decomposition
utility function that was added in a recent version for drivers.
This improves performance by reducing the amount of false positives.
A self overlap is made, so the distance from the vertices in the
overlap nodes is actually added.
Blender supports locking vertex groups to prevent changes to the
weights. However, as mentioned in comments for D3837, it is hard
to use this because there is no interface for locking in 3D View.
This adds a red shade to bones that are associated with a locked
weight group during weight paint mode, as the first step to adding
such interface. The next step is adding a pie menu for lock/unlock.
Differential Revision: https://developer.blender.org/D6533
Once again, am not exactly sure why that was working before, and not
anymore - but in any case, doing that kind of update here is not only
useless (since we have to do it at the end of the whole
collections/objects duplication and remapping anyway), it is also rather
dangerous, as collections are currently in rather invalid states at that
point of the code...
Note that in ideal world, `BKE_main_collection_sync()` & co would be
lazy (setting only a flag, then code actually needing this to be valid
again should call some sort of `BKE_main_collection_sync_ensure()`).
Then we would not have to worry about such things (and we'd get nice
performance improvements in some cases, also in main remapping code,
etc.).
Food for some refactoring, some day...
Simplify a bit, and remove some now redundant remappings.
As a side note, rBac723db57fd8ba5 actually also fixed some unreported
issues (missing remappings to new objects/collections in new copied
scene, that were not previously handled by the 'custom' code).
There are almost certainly still some missing remappings around,
though...
rBac723db57fd8ba5 makes proper remapping of all pointers in Scene...
including the object pointers of bases in ViewLayers.
Using `BKE_main_collection_sync_remap()` makes sense here anyway
(compared to `BKE_main_collection_sync()`, it additionally clears caches
in ViewLayers and Collections), this whole code makes a lot of
remapping.
Note that I do not really understand *why* that was working OK
before rBac723db57fd8ba5. I.E. *why* not remapping at all ViewLayers'
base object pointers seemed to be OK...
This whole collection/viewlayer caching is very hard to follow, and
really needs a full rework at some point (just as much as ID copying
code in general, and scene copying code in particular, in fact).
Both actual Collection datablocks and the horrible master collection
should share the same code (there were already some differences,
although probably not critical, but some callbacks from
scene->master_collection did not have the 'not self' flag...).
### Description of the problem
Until now, it is only possible to correctly add a lightprobe in python via an operator:
`bpy.ops.object.lightprobe_add()`
### Description of the proposed solution
The idea of this patch is to fix the lack of consistency lightprobe creation without operator.
It allow creation of different lightprobe type directly via `bpy.data.lightprobes.new(name, type)` (such as for curves).
In order to make it possible I had to:
1. Add a function `BKE_lightprobe_configure` in charge of lightprobe settings configuration (avoid code redundancy)
2. Allow an object to take lightprobe datablock as data during is initialization.
### A short example of this patch usage
```
lp = bpy.data.lightprobes.new('some_name','PLANAR')
bpy.data.objects.new('toto', lp)
```
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6396
There were some visual artifacts when the spin gizmo had a rotation
greater than 360 degrees.
Avoids this by drawing the arc over the span of one rotation only
and adjusting the background color based on the rotation count.