In this case, the uniform index sampling loop would fail to assign any
data to the samples, so fill the rest with the largest value possible,
corresponding to the end of the spline. Animation Nodes has the same
fix for this case.
This patch makes `widget_nodesocket` base the size of the drawn
socket icon on the rectangle that’s passed in to allow it to scale
with the rest of the interface.
Differential Revision: https://developer.blender.org/D11734
When doing a non portable build of blender, the executable
blender-thumbnailer would be installed in two locations:
/usr/bin/
/usr/
While cleaning up, also make the blender thumbnailer dll optional on
windows to bring the logic in line with what it is on linux and mac.
Reviewed By: Campbell Barton, Ray molenkamp
Differential Revision: http://developer.blender.org/D13014
When use Invert option, the weight must be inverted not omitted. This change invert the value if the point had assigned weight to get the right result.
Remapping code could call collection resync code while processing
remapping, which is a good way to crash by accessing no-more-valid
pointers.
Similar issue as with liboverrides resync, fixed the same way by
preventing any collection resync until whole remapping has been done.
This was probably not an issue in practice in current code, since this
is only used by append code currently, which should not affect
layers/collections in current scene yet.
`CTX_data_selected_objects()` returns a `ListBase` of
`CollectionPointerLink`, not `PointerRNA`. This caused an alignment
issue, resulting in `owner_id == NULL` reported in T92507. Correcting
the pointer type fixed this.
In the end, the same pointer is used as before this commit, but the way
it is obtained is actually correct.
{F11548100, size=full}
To celebrate the beginning of a new series, it feels like the right time to
give the theme a fresh look while improving on what already works.
The aim of this refresh is to keep a familiar look but with polishing touches
here and there. Like new paint on the walls of your well known house.
The theme for Blender 2.8 was well received but presented a few flaws.
* Transparency on menus and tooltips reduce readability
* Mismatch on certain colors, especially outlines of connected widgets
* Active/open menus highlight was not prominent enough
* Header background mismatch in some editors
At the same time we can make use of new features in 3.0:
* Make panels look like panels again (like in v2.3!)
* Make use of roundness in more widgets
* Since nodes are no longer hard-coded to be transparent, tweak opacity and saturation
* Tweak colors for the new dot grid
This update does not include:
* Meshes in edit mode to match greenish object-data color. This needs tweaks in the code to improve contrast.
* A copy of the Blender 2.8x legacy theme. This could be added to the community themes (shouldn't cost much maintenance, I hope)
There will be certainly small tweaks to do here and there, I've been working using this theme
for months but there can be areas that are missing update. The overall style is presented here.
This commit bumps the file subversion.
Reviewed By: #user_interface, Severin
Differential Revision: https://developer.blender.org/D13008
Adding a catalog should also activate it, like we do it for adding other
data in Blender. The tree-view code will make sure the newly added item
will not have collapsed parents.
This reverts commit 487faed6d0.
I changed my mind on how to implement this feature. Adding a catalog
should also activate it, like we do it for adding other data in Blender.
The activation will automatically make it visible then. See the
following commit.
When pressing the '+' icon to add a new child catalog, or when adding it
through the context menu, the new catalog should be visible. So the
this change makes sure the parent is uncollapsed if needed.
This is meant to add something to the sub-panel when it is empty
so it looks more purposeful, but also add a hint that might be helpful
when figuring out how to output a named attribute.
Differential Revision: https://developer.blender.org/D12715
The text is just too long, it doesn't fit in the node width,
and the tooltips display the property names well enough,
since they aren't used as often as other settings.
Also display the text in lite builds too, there is no reason not to.
That makes the node more useful by default.
One use case is to delete some points after the Set ID node, then instance
with some randomness. Now when deleting different points, the
randomness will remain stable.
Subdivision surface: Both geometry sockets renamed to "Mesh"
Points to Volume: Use "Points" and "Volume" names
Distribute Points on Faces: Use "Mesh" input name
These are meant to provide a hint to users which type each
node is meant to use.
- Only cycle items when the cursor hasn't moved.
This matches object-mode behavior, making it possible to tweak-drag
the current selection without first cycling to the next sequence strip.
Successive clicks will still cycle sequence strips.
- For center selection, use a penalty for the active strip.
- Use a temporary selection list to avoid moving the sequence
strips out of the scene during selection
(changing their order when added back).
Replace local static mouse coordinate storage with a single function.
also resolve inconsistencies.
- Edit-mesh selection used equality check (ignoring `U.move_threshold`).
- Motion to clear tooltips checked the value without scaling by the DPI.
Also prevent the unlikely case of the previous motion check matching
a different area by resetting the value when the active region changes.
Uses the additions to the UI tree-view API from the previous commit to
enable drag & drop of asset catalogs. The catalogs will be moved in the
tree including children.
A remaining issue is that a catalog with children will always be
collapsed when dropping. I need to find a way to fix that in the
tree-view API.
There are a few improvements I can think of for the tree-item drag &
drop support, but time for these is too short. These can be done as
normal cleanups at some point.
Adds the needed bits to the UI tree-view API to support dragging
tree-view items. This isn't used yet, but will be in the following
commit for asset catalogs.
There will probably be some further tweaks to the design at some point,
for now this should work well enough for our use-cases.
Mantaflow could steal tasks from dependency graph, which under
certain conditions causes a recursive lock involving GIL.
Isolate threading done in mantaflow when it is interfaced form
the dependency graph.
Isolation done from the modifier, since the deeper calls are
branching out quite quickly.
Differential Revision: https://developer.blender.org/D13011