Sculpt overlay assumed that the sculpt session was always in sculpt
mode. But the sculpt session was also used for Vertex/Weight painting.
This resulted that when a mask was defined in the sculpt mode this
resulted into render artifacts.
This patch adds a check to see if the object has a sculpt session for
OB_MODE_SCULPT.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7704
Since we re-use same addresses of IDs with newly read data, and never
remap old IDs to 'proper' 'old' ID pointers, it implies that old IDs
being deleted will have many ID pointers to new, valid data that we want
to keep.
In general anyway, code from IDTypeInfo (i.e. low-level ID management
code) should never do anything outside of its own ID scope, we cannot
guarantee that given ID is in fully valid state regarding its relations
to other data-blocks.
There is some hard-to-reproduce scenario when top level
would have masks allocated, but without masks on the sculpt
level.
Need to check proper array before accessing its elements.
The check for top-level masks is done by the caller.
In the Alembic importer, the animation of UVs and normals was
overlooked; when the mesh geometry is not animated, the entire mesh was
considered constant.
T76132 concerns both the exporting and importing of changing UVs. This
commit fixes the importing.
In the Alembic exporter, UVs were only exported on the first frame. This
is an issue, as when exporting an animated mesh the topology can change,
and then the UV coordinates of the first frame are no longer valid.
T76132 concerns both exporting and importing changing UVs. This fixes
the exporting.
Even though {T76514} is caused by invalid geometry, and thus technically
constitutes a bug in the software that created the Alembic file, I would
like Blender not to crash on importing such a file.
The error in the Alembic file consists of invalid mesh loops, where
consecutive loops refer to the same vertex. The `BKE_mesh_validate()`
can actually correct these errors, so this commit focuses on two things:
- Letting Blender survive the situation until the mesh is loaded, and
- Detecting the error so that `BKE_mesh_validate()` can be called only
when necessary. This ensures there is only a minimal impact on
performance when loading actually valid data.
Differential Revision: https://developer.blender.org/D7703
Reviewed By: JacquesLucke
A better fix would probably be to check if the value is animated,
but I'm not sure how to do that.
Reviewers: zeddb
Differential Revision: https://developer.blender.org/D7692
The problem was related of how the initial pixel to create outline was detected. Now, a limit is set for any image to keep a fillable image in all situations, not only when some strokes contain the fill.
{rB3685347b4172} introduced a conservative depth rendering for
selection. The conservative depth rendering assumed that all geometry
are triangle based. Hair is lined base.
This patch will use a normal depth shader for rendering hair.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7661
Also remove draw-manager & depsgraph headers in interface_icons.c
Change this in 2.83 to prevent merge issues in master with
interface_intern.h header.
3DView
Operator relies on 3DView, poll for it.
Spotted while looking into T76522.
Reviewers: antoniov
Differential Revision: https://developer.blender.org/D7665
- no sockets on Frame nodes
- no Input sockets on Group Input nodes
- no Output sockets on Group Output nodes
Maniphest Tasks: T76538
Differential Revision: https://developer.blender.org/D7671
This was because of the use of uninitialized buffers for TAA.
This patch is a quick fix for the issue which is a missing tagging for a
complete viewport update.
No idea why node editor remap callback was only handling scene IDs (and
not any other ntree owner)...
Note that this should be a safe fix, but it unvails a nice can of worm,
at some point we should ba able to handle all of that through libquery
only, get rid of editor's remap callbacks, and probably sanitize usages
of ID pointers by some of them, like that nodetree editor.
Current situation remains a fairly fragile mess...
If the search menu was used for a string property, and a data-block was
selected from the search, the value set would be an invalid name. The property
would get the modified UI string, not the proper data name set.
Mistake in rBd6cefef98f87.
This is more of a temporary fix to make the menu behave like before above's
commit. So the library hints this added will not be shown for string properties
anymore. This would need further changes in the UI code (see
https://developer.blender.org/P1380) but is too unsafe for 2.83 at this point.
Even if this is done, the note below still applies.
NOTE: Data-blocks should not be referenced by name only, as it's possible to
have duplicate data-block names with linking and especially with library
overriding.
Instead, pointer properties should be used, `UILayout.prop_search()` can then
properly deal with linked and overridden data-blocks.
The old value was too high. Now, the limit of pressure is 0, but anyway, the stroke will be always visible because there is a minimum thickness of 1 pixel.
Original code for copying strips tried to change strip name 2 times before
copying and once again after pasting.
Store structs in clipboard in unchanged state, so we can reference data after
pasting easily.
Better method would probably be storing animation data in clipboard as well,
so we can copy animated strips even between scenes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7638
Adding recursive scenes has been disabled, but old files still can be opened.
Add check if scene will render itself.
Opening such file will produce warning on open and error on running render.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7562
The matcap flipping didn't work with the workbench engine in rendered mode because
of a missing depedency graph update. This commit tags the scene id for a dependency
graph update in `toggle_matcap_flip`.
Reviewed By: fclem, sergey
Differential Revision: https://developer.blender.org/D7657
When loading a file from the Python console with load_ui=False,
the event was never freed from the queue causing the command
to continuously be executed.
Operators should almost always implement exec() so that they can work without
user event input. In this case there was no reason to have invoke() at all
since no event is needed.
The file browser exit() callback was not called. RNA get functions should never
modify data, here the area type info to be changed before the screen and area
were properly updated.
This adds support to the Link modifiers data. This was missing.
Also I did a small cleanup using LISTBASE_FOREACH macro.
Related to T76478
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7643
Was flipping around the 0-1 range, now (optionally) flip around each tile.
Also added this option for BMesh bmo_mirror.
Reviewed By: campbellbarton
Maniphest Tasks: T75793
Differential Revision: https://developer.blender.org/D7460