This fix case where you have wireframe on top of infront objects but
workbench AA conflicts and they appear to not be occluded.
Also T74923 is still fixed but we extend the fix to not mess the case when
using a mode that does not support infront.
It is just a quick fix for the tooltips in the graph editor, it replaces:
- "F-curve modifiers are disabled" with "Enable F-Curve modifiers"
- "F-curve is visible in graph editor for editing" with "F-Curve visibility in Graph Editor".
Reviewed By: billreynish
Maniphest Tasks: T75519
Differential Revision: https://developer.blender.org/D7387
There was an assert here as well since using the original object to read
from was having an empty runtime curve cache.
Now use BKE_vfont_to_curve_ex instead of BKE_vfont_to_curve, so we can
read from the evaluated object and write to the original curves in order
to have the modified data taken into account on next object evaluation.
(BKE_vfont_to_curve would read and write to/from the same object)
Final solution provided by @sergey in that report, thx!
Adds a wrapper-struct to create and return the three layouts required
for the propery split layout (i.e. `UILayout.use_property_split`). This
gives more flexibility for special treatment.
E.g. needed for adding the arrow icon buttons when there is a hierarchy
of nodes to be represented in the material properties (needs inserting
in the text column to not offset the split layout).
This commit also makes use of the utility for
`uiItemL_respect_property_split()`.
Caused by rBe82827bf6ed5.
DRW_draw_depth_object calls DRW_mesh_batch_cache_create_requested with
NULL scene, but that is accessed later on...
Scene is actually available, so pass that around.
Maniphest Tasks: T76131
Differential Revision: https://developer.blender.org/D7540
Usually items without labels don't use the property split layout and
just use the full layout width. In some cases that is not wanted because
it looks odd if single items within the split layout use the full width.
The option is unused but would be needed for adding decorators to the
material properties.
Seems like this was left out when UV operators were converted to multi-
object-editing, ref T54645.
Maniphest Tasks: T76111, T54645
Differential Revision: https://developer.blender.org/D7537
The operator in its current state is based on mouse position and doesnt
make sense to be called from a menu.
(In fact it should be called 'select_linked_pick' internally and a
separate 'select_linked' should be implemented similar to how "Select
Linked" works for meshes, curves etc -- see D7542 for this)
Note: We had the same thing for particles recently:
rBdd9dfadaac9b: remove "Select Linked" from the particle select and
context menu
rB5ca7c85e105d: Particle editmode: add mouse independent "Select Linked"
operator
Fixes T76071
Maniphest Tasks: T76071
Differential Revision: https://developer.blender.org/D7543
Previously `UILayout.prop_decorator()` (or `uiItemDecoratorR()` in C)
only worked for single items, not for arrays. The decorators are added
vertically, like `UILayout.prop()` adds them.
This will be needed for adding decorators to material properties, but
will likely have other use-cases as well.
Also, `None` (or `NULL`) can be passed for the data-pointer and property
now to create blank decorators (as already possible for
`uiItemDecoratorR_prop` in C).
Remove decorate from Expand and Mute in VSE Modifiers,
since these elements aren't using decorate elsewhere.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D7420
During scene copy modifier mask strips are relinked to point to strips in
new scene. If strip used as mask is in different seqbase, this can fail,
if seqbase is not copied yet.
Add SEQ_DUPE_IS_RECURSIVE_CALL flag to avoid relinking modifiers during recursive call.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7412
This was in fact completely messed up, but it worked by accident for all
current cases. That is, we always inserted the decorator buttons
immediately after the button they applied to. So the first button
comparision in ui_but_anim_decorate_find_attached_button() would
succeed, because it just compared a few values that all happened to be
NULL and thus the comparison returned true.
Further, avoid NULL-pointer dereferences and incorrect printing.
Depth texture copy using glCopyTexSubImage2D is undefined behavior since
you cannot bind GL_DEPTH_ATTACHMENT to glReadBuffer.
Using glBlitFramebuffer as a fallback.
When using the Stroke mode, the reprojection function add a small offset of 0.5 to +X and +Y. Now this effect is removed subtracting this value before doing the conversion.
When use the Stroke reproject mode, the precission of the conversion makes the line produce a very small noise effect.
Now, if the stroke mode is enabled, a small smooth is done using a factor depending of the input samples.
The values of the smooth effect were provided by @pepeland after several testing.
In some situations the stroke could be tagged and this tag was used to delete the interpolated strokes.
Now, the frames used as interpolated range are untagged before creating the interpolated strokes.