This replaces `uiItemFullOMenuHold_ptr`, `uiItemFullR_with_popover`,
`uiItemFullR_with_menu`, `uiItemPopoverPanel`* and `uiItemSpacer` API
with methods following uiLayout refactors and the Python API.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/141050
The code added in commit ffc204d1fa to dissolve redundant 2-edged
vertices after a manifold boolean assumed that after dissolving such
vertices a valid face would remain. This is not true of the face
started out degenerate (all vertices on the same line).
Fixed by checking for such cases and in any case not creating
any faces with less than three vertices.
Our themes have two colors that we use as outlines for the editors, so
that we can differentiate the active area. This PR just fades in the
"Active Editor Outline" color rather than show it instantly. It makes
the change a little less jarring. As this transitions in the old active
area similarly transitions out. Note that this is very fast, only 150
milliseconds, so barely noticeable. Just a "softening" of the effect.
Pull Request: https://projects.blender.org/blender/blender/pulls/140836
Notably, there were several code paths which could end up converting to
strings, sometimes multiple times, when passing data into USD APIs.
Reduce the use of raw `char *` in the asset interface and use
`std::string` instead to match what will be passed into USD. Using
string views, of any variety, will not help here since the APIs don't
natively support those.
Pull Request: https://projects.blender.org/blender/blender/pulls/140997
Unclear if that got lost or was forgotten all together, but the
Sequencer's Strip RNA struct did not have expected access to its system
properties.
Regression since 7276b2009a.
... using Select Box.
This is caused by our hack to make each triangle always output
at least 1 pixel. It stretches the triangle with a specific
winding order that is correct for any geometry even if it is
backfacing as long as it is subpixel. But if the mesh is
negatively scaled, the culling mode is flipped. Which make the
hardcoded offsets winding inverted, and then culled by the rasterizer
(or the fragment shader code).
The fix is to flip the winding order of the offsets depending on
the object matrix negativity.
This is rather expensive so we only do it for the triangles we know
are subpixels.
The VSE preview job was pushing tasks while holding a lock
which is also used by the task. This could lead to a dead-lock
situation if scheduling decides to run the task immediately.
The easiest way to reproduce the issue is to run Blender with
`-t 1` command line argument and add WAV file.
The solution is to iterate over queue and create tasks while
holding a lock, but push them to the pool after releasing the
lock.
Pull Request: https://projects.blender.org/blender/blender/pulls/140972
For some reason the orco vertex buffer is requested after the position
buffer, but they are computed together. In case that happens, just
discard the position buffer.
Pull Request: https://projects.blender.org/blender/blender/pulls/141043
This happened because the velocity module is referencing
batche to be able to copy them after drawing.
Make sure to call step swap even when shaders are not
ready to ensure we don't dereference these possibly
freed batches on the next draw.
This also fixes the crashing benchmarks.
Pull Request: https://projects.blender.org/blender/blender/pulls/141022
This appear as meshes still present or missing when toggling
the option.
This was caused by the change in update detection from the
overlay properties.
After changing the transform mode, `initSnapping` was called, resetting
the increment values.
The solution is to create the `transform_snap_reset_from_mode` function
with only the changes needed when changing modes.
This commit also makes the properties set in the operator take priority
over the scene properties.
The calls to `to_geometry_set` in this file can create a temporary
Instances struct for collections. That instances component will contain
two attributes, which are currently referenced in the attributes map
even after the temporary compoment storage goes out of scope. A simple
fix is to avoid adding these attributes to the map in the first place.
An alternative that would also be more efficient would be to handle each
instance reference type explicitly, without converting it to a temporary
geometry set. That seems to significantly complicate the code though;
for now it doesn't seem worth it.
Pull Request: https://projects.blender.org/blender/blender/pulls/140999
The theme property for group socket nodes was set to `#000000` for
default themes, which looked out of place against the other node
header colors. This patch adds colors to both the Blender Dark & Light
themes that should resemble their counterparts before 2ea3cd2188.
Colors:
Blender Dark - `#1d1d1d`
Blender Light - `#3d3d3d`
Pull Request: https://projects.blender.org/blender/blender/pulls/141011
Move number shortcut keys for isolating collection to outliner space.
Resolves#140651
Same operator is also used in the collection list from the view3d N-panel,
video demonstration includes that part as well to ensure it is unaffected.
Pull Request: https://projects.blender.org/blender/blender/pulls/140653
Add a precondition check that verifies all to-be-joined armatures are
unique. If this is detected, an error is shown and the operator is
aborted.
Joining shared Armatures is non-trivial, because the corresponding
pose bones may actually have different drivers or constraints on them
(because those live on the Object ID, and not the Armature).
Duplicating any shared Armature ID could be a first step, but I am not
convinced this is always the right approach. This is why joining
shared Armatures is not supported for now. Users can choose how to
make each Armature unique, either by deselecting objects or by
duplicating their data.
Pull Request: https://projects.blender.org/blender/blender/pulls/140971
When armature is selected for custom shape of a bone, we run into
stack overflow due to recursive calls. To prevent this situation,
exclude armature object type from the custom shape list.
This also clears the `pchan->custom` pointer after loading/linking a
blend file. Otherwise a linked Armature object can still be assigned
indirectly, by renaming objects in the library file.
Fixes: #140747Fixes: #140959
Co-authored-by: Sybren A. Stüvel <sybren@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/140851
Recently we switched from Depth24S8 to Depth32FS8. On OpenGL the read
back of depth was not working as it asked the driver to download both
the depth and stencil part of the texture. This isn't supported when using floats
and would not return any data.
This PR forces OpenGL to read back depth component when a depth/stencil
texture is used.
Pull Request: https://projects.blender.org/blender/blender/pulls/141009
A non UTF8 title on Wayland causes disconnection from the server.
Resolve by using the path as-is unless invalid UTF8 byte sequences
are found, in that case they're replaced by `?`.
This is skipped on WIN32 & macOS since the issue only exists on Wayland.
Similar to BLI_str_utf8_invalid_strip except that it substitutes
invalid characters and doesn't change the string length.
Useful for displaying strings that include invalid UTF8 code-points.
Calling transform over the redo panel would access the regiondata
as a RegionView3D for any region type.
Resolve by checking the region type - as done elsewhere transform code.
Apply the "Zoom direction" preference to the rotation axis.
Until now, this preference was limited to translations.
Note that the X/Y swap is now applied in the accessor functions instead
of wmNDOFMotionData::tvec because swapping the X/Y axis doesn't work
well in some cases (color picker for example), and it's confusing
of axis swapping is handled in different parts of the code for
rotation & translation.
Ref !140975
Co-authored-by: Patryk-Skowronski <patryk_skowronski@3dconnexion.com>