This option from the very beginning of its existence needed more work
to make it work correct and this was never done.
This option was working fine during continuous playback, when there
are no skipped frames, but it was failing when AV-sync of framedrop
was enabled.
It was never working correct when jumping between frames, including
rendering on a farm which usually does frame-range based rendering.
With copy-on-write things became even more tricky, since the "stuck"
flag was never preserved between re-evaluations.
Fixes T65683: Sticky Option in Floor Constraint for Bones Not Working
This works for most situations, however if you have:
```
A
|-> B
|--> C
```
And only A and C are selected, C will be shown nested under A, instead
being by its side.
I still have to think on how to address these cases since they are
slightly misleading.
Related: T65263.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5134
This makes things work more similar to 2.79 until there is a toolbar for
mask editing. Select & slide is now always on the left mouse button.
For the LMB keymap the context menu is on the right mouse button. For the
RMB keymap the select & move is on the right mouse button, which is almost
the same as select & slide but for historical reasons there is still a
distinction.
Differential Revision: https://developer.blender.org/D5070
Changing the workspace or mode from one window may need to change the
active tool in another window since two different workspaces
may share an object.
This wasn't working with multiple windows,
WM_toolsystem_do_msg_notify_tag_refresh could use a workspace
from a different window to the screen that owned the area.
Instead of fixing, remove these since they aren't needed anymore
since changing modes now refreshes the tool system.
* Mask Display menu is now part of the header
* Sidebar now has a separate Mask tab
* Add context menu when in mask mode
Differential Revision: https://developer.blender.org/D5102
Newer OpenSubdiv brings fixes and improvements for non-manifold meshes,
which fixes some crashes we've experienced in the recent past when using
Gregory patches.
Additionally, thing new version of OpenSubdiv brings sparse patches,
which allows to multi-thread topology refinement step.
The edit mesh is culled by object. When the object is not visible on
screen, the edit mesh may still be visible. This change will not cull the
edit mesh anymore.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5144
Blender startup time and shader compilation is a big factor when running
hundreds of tests, so now all renders in the same ctest run in the same
process.
This was previously reverted due to skipping other tests when one test
crashed. Now if a test crashes, Blender is re-run with the remaining
tests so we get results from them still.