A hard coded threshold was used to ignore cursor motion,
make this a preference since tablet users may want to increase it
since a pen hovering isn't as easy to keep still as a mouse.
Resolves T56278
The first part of this patch is just a way to improve performance a bit
by not calling BKE_scene_object_base_flag_sync_from_base() twice.
The second is the proper fix for the reported issue.
That said, the report can be re-opened since there is still discussion
about whether or not to bring the collections with the objects.
Reviewers: mont29
Subscribers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D4558
When copy/pasting an object in same .blend file, orig object would be
instantiated into the active collection when pasting, along with the
content of the paste. Was missing a clear of LIB_TAG_DOIT on objects...
Found while investigating T61670.
Some view operations auto-keyed when locking the camera to view
but some NDOF operators didn't yet support it.
Auto key during animation playback for recording camera motion.
Unlike most transform operators that use an orientation and values,
Mirror uses the constraint axes to define which axes are mirrored.
Now constraint axes are shown in this case.
Other changes:
- Use 'EXEC_DEFAULT' for mirror menu items.
- Show mirror on local axis when not in edit-mode since this is useful
in object mode too.
- Remove mirror vertex groups since this is in the vertex group menu and
this menu isn't currently used for general symmetry operators which
are currently in other menus.
If a subfolder was specified which didn't exist, logic would fallback
to get_path_user (instead of get_path_environment).
Now always use the from the environment variable if it's set and exists.
Finding visible connected elements is often a direct lookup
when they're not connected to hidden geometry.
Add inline wrappers that avoid a function call,
gives minor speedup creating GPU edit-mesh data.
All edit mode related operators are now "Hide Selected / Reveal Hidden".
Before we had different variatons of them:
Hide Selection:
* MESH_OT_hide
* GPENCIL_OT_selection_opacity_toggle
Hide Selected Bones:
* ARMATURE_OT_hide
Hide:
* MBALL_OT_hide_metaelems
Hide Selected:
* CURVE_OT_hide
* PARTICLE_OT_hide
* POSE_OT_hide
* UV_OT_hide
Reveal Bones:
* ARMATURE_OT_reveal
Reveal:
* MBALL_OT_reveal_metaelems
Operators not renamed:
* Hide Curves (GRAPH_OT_hide)
* Hide (OUTLINER_OT_hide)
Note we can do a step further and mass rename them to match their UI
names. Where Reveal Hidden is Show Hidden. But for now at least they are
all unified.
- Consolidate each brush section (Color, Palette, Gradient) and make them distinct
- Remove the lock icons and move these items into an Options sub-panel, together with other toggles
- They now have more descriptive names
- Use an enum for view vs scene brush unit
- Use Property Split layout and sub-panels in line with the rest of 2.8
- Rename Curve panel to Falloff
Reviewed by: campbellbarton, pablovazquez
Maniphest Tasks: D4529
Differential Revision: https://developer.blender.org/D4529
@sergey wrote: "The reason it was failing is because md points to an original armature, which doesn't have runtime data needed for deformation. That data is to come from evaluated armature."
Thanks to @sergey for his help.
When Specular Transparent materials are used the world clipping
did not work on the transparent materials. The reason was that the
accum shaders did not vary on the existance of the clipping planes
This patch will variate the accum shaders when clipping planes are
active.
Reviewed By: fclem
Maniphest Tasks: T61023
Some users of the 3D versions were storing 2D data in it.
Using a 3D tree for 2D data adds a spatially redundant branch
every 3rd level, as well as some extra memory use, best avoid this.
Workbench render engine did not work when an odd number of AA samples
were used. A user could enter these values by disabling AA or set the
number of AA samples in the Render/Film panel to an odd number.
This commit will not perform TAA passes when AA is disabled.
For supporting the setting of 5 or 11 samples the bitmask was replaced
by an if statement as this was making the odd number not render
correctly.
As extra introduce the jitter samples of 5 and 11 so the images will
be more clean. a jitter sample of 11 used to read outside the allocated
space of the jitter samples.
Fix T60820
Reviewed By: fclem
Maniphest Tasks: T60820
Differential Revision: https://developer.blender.org/D4546
Group nodes should not allow to add IO sockets to themselves directly,
in that case we actually want to add IO sockets to their underlying
node tree. Fairly straioght forward to support actually.
This moves logic into kdtree_impl.h which is included in a source
file that defines the number of dimensions - so we can easily support
different numbers of dimensions as needed
(currently 3D and 4D are supported).
Macro use isn't so nice but avoids a lot of duplicate code.
When using LookDev in Quad view the cache was only updated for the first
Q-view. The evaluation data of the last cache was not stored with the
lightprobe textures. As the evaluation data was reused between the
Q-views only the lightprobe textures of the first view was updated.
With this patch the evaluated data is stored amongside the actual
lightprobe textures.
Fix T59046
Reviewed By: fclem
Maniphest Tasks: T59046
When the grease pencil was active no other objects were taken into
account. There is no need for a special case here since objects
bounding boxes are used.
Existing code was not really handling well cases were only edges or
faces were selected (with match select modes).
In those cases, we can assume user want to only affect loop normals of
selected faces/edges, not all lnors of all (indirectly) selected verts.
Also refactored the code a bit to move whole 'loop to edit' selection
process into its own single function.