Compositor has own node in the dependency graph, so need to make
sure relations are up to date.
This fixes wrong user counter when creating compositor nodes for
a new scene.
This should be fixed differently in the future. Read D3821 for more details.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3821
* Used correct icons for Tracking.
* Flip Copy/Paste icons so they are correct.
* Add correct icon for softbody modifier.
* Replace speaker icons for enabling F-Curves with checkboxes.
Only tag relations update when new f-curve was allocated. This solves
possible too slow keyframe insertion when doing character animation,
but still does proper relation update when new ID component became
animated.
No need to tag object for time update, with new dependency graph
this forces animation to be re-evaluated, which is not something
we want in this instance.
Same patch/solution Philipp Oeser came to as well.
Full redesign of the cache system used for drawing strokes and handle derived frame data.
Before, the cache was saved in bGPdata and a hash was used to manage several objects with the same datablock.
Old design made the use of particles very inefficient and prone to bugs and segment faults, and especially when this was mixed with onion skinning and multiple objects using same datablock. Also, there were some conflicts with the depsgrah logic (the old design was done before despgraph was in place) that made the use of hash not working.
The new design saves the data in the object runtime struct and avoid the use of any hash to find the right data. This improves the speed and reduce a lot the complexity of the code, memory allocation, hash overload and adds full support for particles and reused datablocks.
The particles can reuse the modifiers and shader effects of the original grease pencil object.
That feature will not be ready (or at least, not tested enough) to be
officially part of 2.80 beta. So we disable it by default, hidding it
behind a startup option (`--enable-static-override`), and a python
app var (`bpy.app.use_static_override`).
That way, people who really want to play with it can do it easily, while
not exposing/enabling non-production-ready feature by default.
Note that underlying override code remains active, i.e. files we do have
overridden data-blocks will be loaded correctly according to static override.
Add the necessary colors and/or alpha components to the theme instead.
Also switch the background for ordinary channels to use the likely
intended theme option, instead of the window background color.
The general rule is that the channel color is drawn full strength in the
channel list on the left, and with alpha in the actual key frame area on
the right. This alpha is also reused with bone group colors.
Reviewers: brecht, billreynish
Differential Revision: https://developer.blender.org/D3813
Having an invisible gizmo caused event handling problems (see: T56603).
This is hard to avoid since gizmos are similar to buttons in the way
they have priority over the regular keymap.
Transform events use tweak so events to fall though to the general
view 3d keymap (for cursor placement for eg).
- Use smooth normals to displace in Above Surface mode.
- Add an option to align an axis to the normal in the constraint.
I've seen people request the alignment feature, and it seems useful.
For the actual aligning I use the damped track logic.
In order to conveniently keep mesh data needed for normal
computation together, a new data structure is introduced.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3762
This was re-enabled because it made copy-on-write bugs hard to
track down.
Since copy-on-write implementation has been simplified
this isn't a problem anymore.
There were a few copies of the same few lines in depsgraph build code,
so it seems to be logical to introduce a function for it, and make it
accessible from C code for completeness.
As an example, register the mask needs of the Data Transfer modifier.
After a lot of discussion about this option (see 18f1175940) we have decided set always the order of GP layers in 2D mode (Top->Down) and remove the parameter from User Preferences screen.
Internally all works equal, but in the UI the list is inverted.
The filter buttons to reverse the list or sort alphabetically have been removed because these buttons are not logic in this context.
Before, the list kept the reverse order enabled in the filter. Now the filter is reset when the option is disabled and don't need any user change or restart.
Now, it was possible to invert the order of the UIlist using the filter, but it was impossible to know if the list was inverted or not.
The problem with this is that any other element depending of this value could not be adjusted.
See https://devtalk.blender.org/t/how-to-access-uilist-properties/2268
The new parameter allows to set the reverse order by default. When the list is set as reverse, it cannot be inverted again, so the invert button is removed of the filter.
This change is needed to fix a requested feature for Grease Pencil (T56985) and because a lot of 2D softwares use the drawing layers in the inverse order used in Blender.
Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
For now we have categories collection, object, object data, modifiers &
constraints, and shading. The icons can be categorized by adding e.g.
DEF_ICON_OBJECT() in UI_icons.h.
Light themes will need to be updated to use darker colors to keep icons
visible in the outliner.
Now by default the UVs are calculated with a fixed size and this makes easier to add patterns for drawings like Manga. Before, the texture changed depending of the stroke size.
Add an option to display contour lines tracing through points with the
same interpolated weight value in weight paint mode. This can be useful
for working on gentle gradients over a relatively high resolution mesh,
where the difference in color between adjacent vertices is very small.
The contour grid has 3 levels of detail going down to step 0.001,
which automatically fade in or out based on the weight gradient.
Fade out works by capping both screen space and weight space line
width, and reducing alpha when the screen space width becomes too
small for moire and noise-less rendering.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3749
There were two issues here:
* cutsom_shape_transform was not properly tagged as not-owned pointer.
* custom_shape_transform and bbone_start/_end could be set to a pchan from
another data-block (not from UI, but RNA access code itself allowed it).
Those two issues were specificaly breaking complex rigs in static
override case.
EDIT: since yesterday, bbone_start/_end are mere accessors to edit_bone
data in RNA, so most of fix related to those was ditched (they still needed
to be 'deactivated' from RNA diffing with PROPOVERRIDE_NO_COMPARISON).
Both original handle types are based on location, and Absolute uses it
in a weird way: the Start handle uses the head, while End uses the tail.
This makes controlling the shape of the B-Bone via control bone rotation
really non-intuitive, especially if trying to add a single control for
the tangent in the middle of a B-Bone chain.
To remedy this, add a new custom handle type that uses the orientation
of the control bone, while completely ignoring location. It is even
possible to control both ends of one B-Bone with the same handle bone,
resulting in an S shape.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3769