Logic to convert double-click events into press events wasn't running
in the case an operator had a modal keymap, causing bevel for e.g.
to ignore keys pressed quickly.
Change event handling logic so modal handlers never
receive double click events, so checks for press/release are reliable.
While this is an old issue for mouse events in practice it wasn't
a problem since the first event typically executed/canceled.
Support for keyboard double-click exposed the problem
for all modal operators that take numeric input.
The exporter constructs an export hierarchy, and then traverses that
hierarchy from the root to the children. When an object is to be exported,
but its parent is not, it meant that this traversal from (great)parent to
children would skip these objects. This commit fixes that by inserting the
missing parents as 'transform only' into the hierarchy.
The way the USD exporter currently works, it is not possible to export
invisible objects. As such, the 'Visible Objects Only' option was
confusing.
Exporting invisible objects means obtaining invisible evaluated objects
from the depsgraph, which is not something that's currently implemented.
Once that's done, we can reintroduce this option.
This is in response to @brecht's remark in rBec62413f803e, where he
states that the approach was problematically interpreting the holdout
setting in a different way than what it was designed to do.
If we later want to add back a different "never include this in exports"
criterion, it can be easily done in
`AbstractHierarchyIterator::mark_as_weak_export()`. If such a criterion
should be file-format-specific, it can be done by overriding that
function in the file-format-specific subclass.
The original geometry referenced in `vtable` was deleted by the
`extrude_face_region` operator.
It is read soon after, so don't delete the original geometry
(param `use_keep_orig`).
This may have a small impact on performance.
As per T71295, the "duplicate+move" macro fails to store TRANSFORM_OT_translate properties once it's been used with rotation. I believe this is due to it being re-initialized with incorrect properties, reading bogus values from stored TRANSFORM_OT_rotate properties.
Force storing of actual operator id name instead of one defined in the macro, which in turn forces a name mismatch on initialization.
Reviewed By: #modeling, campbellbarton
Maniphest Tasks: T71295
Differential Revision: https://developer.blender.org/D6413
Move redraw tagging to the gesture modal operator
to make sure this only runs when it's needed.
Caused by d591c8a350, which tagged the region to redraw when the
gizmos were tagged to refresh, however they wont redraw when hidden.
Thanks to @jbakker for finding the root cause.
E.g. "Cube" would be placed after "Cube.001", which is not what you'd
expect. 2.80 handled this correctly.
Loosely based on D6525 by @radcapricorn, but found a bug in that and
prefered to do some further adjustments.
Also activates test for this case.
This commit restores old metaball workaround which was forcing their
update from a single thread.
The root of the issue comes to the fact that metaball evaluation needs
to access metaballs from duplilists, so they are properly polygonized
with corresponding motherball which is outside of duplilist.
In a more ideal world this will be implemented in a way that will not
require iterating over all duplilists, but only through the ones which
actually contain metaballs for the given motherball. In practice this
ends up in a huge refactor in both relations builder (which meeds to
see whether there are metaballs in duplilists without actually
creating duplilist as it can not be done prior scene is evaluated)
and in metaballs area which need to use new relations information.
Additionally, metaball evaluation must become thread-safe, which is
currently not a case with dupli-object matrices. There might be issues
deeper in polygonization code which I am not aware of.
Having this forced single-thread evaluation is same as Blender 2.79
was doing.
Think it's better to have slower but simpler solution than to invest
time in refactoring area which requires deeper design changes.
Reviewed By: dfelinto
Differential Revision: https://developer.blender.org/D6539
Caused by own rBe02ecd599bdc.
Can happen with e.g. cloth.
Also fixes T59583
Maniphest Tasks: T72235, T59583
Differential Revision: https://developer.blender.org/D6547
The `in int flag;` in `gpu_shader_2D_edituvs_faces_vert.glsl`
don't have the values `FACE_UV_ACTIVE` and `FACE_UV_SELECT`.
Add face flags then.
Original patch is from @EitanSomething
Differential revision: https://developer.blender.org/D6520
This file had become disorganized, it wasn't clear which structs/flags
were deprecated.
- Add comments explaining what each struct is for.
- Use doxy sections.
- Remove outdated notes, unused flags.
- Group custom-data.
- Group deprecated structs in their own section.
T
This brush should be added to the set of brushes where we know which
vertices are going to be affected by the brush when starting the stroke.
This way we can limit the automasking only to those vertices instead of
flood filling the whole mesh from the active vertex.
All brushes that are not in this set will automask by flood filling the
mesh when starting the stroke. To improve this and make it work as most
users expect, we need a fast way to calculate topological distances on
high poly meshes.
Reviewed By: jbakker
Maniphest Tasks: T72251
Differential Revision: https://developer.blender.org/D6376
Before this it was possible to use the operator with Dyntopo sample mode
with a PBVH type GRIDS or FACES, causing a crash. Now we check first if
the PBVH type is correct before calling the sampling function.
We also check if the PBVH exists, which may also cause a crash.
Reviewed By: jbakker
Maniphest Tasks: T72647
Differential Revision: https://developer.blender.org/D6475
This was causing a crash when the mesh does not have the mask data
initialized. I also added the same check to mask extract as it works the
same way.
Reviewed By: jbakker
Maniphest Tasks: T72830
Differential Revision: https://developer.blender.org/D6513
This commits introduces the pose_ik_segments brush property in the Pose Brush. When increasing the IK segments count, the brush generates more segments and weights associations following the topology of the mesh. When moving the brush, these segments are transformed using an IK solver and they are used to deform the mesh.
When pressing Ctrl, the brush controls the segments' roll rotation instead of using the IK solver. The brush falloff controls how much rotation is propagated from the first to the last segment in the chain.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6389
working properly
'outliner_extract_children_from_subtree()' (introduced in
rB40a1c671655c) was extracting the children of non-matching parents
regardless of their own matching state.
Now properly filter the subtree prior to extracting.
Maniphest Tasks: T69246
Differential Revision: https://developer.blender.org/D6517