When Constructing bezier splines from dna, the positions of the
left/right handles were set directly in the internal vectors, by
requesting a reference to them. The problem is that
BezierSpline::handle_positions_left() calls ensure_auto_handles()
before returning the reference. That function does some calculations on
uninitialized memory if the positions array is not yet filled.
Differential Revision: https://developer.blender.org/D13107
rB60fee69682ac39 only partially fixed the issue, `BlendFileReadReport
bf_reports` was now properly stored in `BPy_Library` `self` for the
lifetime of the context, but its `reports` member was still referencing
local variable to `bpy_lib_enter` function.
Apply a local-workaround instead of adding support for this use-case
since pre-selection isn't the intended purpose of gizmos.
This also resolves a glitch where poly-build and loop cut would
briefly show loop-cut or poly-build pre-selection after transforming.
See gizmo_preselect_poll_for_draw note for more details.
rBc473b2ce8bdbf8fa42 improved the situation somewhat, but
attribute search still crashes during animation playback, because
the UI search data references stale memory. The proper solution
is to allow the search to own data rather than just referencing it,
but I would prefer not to do that for 3.0. In the meantime, just
disable attribute search when animation is playing.
Differential Revision: https://developer.blender.org/D13179
This commit adds modifier error messages to some of the cases
where the node group is configured improperly. It also clears the
geometry set when there is an error with the node group. This is
consistent to what we do in nodes themselves, and feels more
intuitive than passing the input geometry through the node group
silently.
Fixes T87142
When clearing geometry the runtime mutexes of a mesh were freed. This
resulted in crashes afterwards. The clear geometry is an RNA function so
would only effect when using from scripts.
This patch separates init/freeing of the mutexes from other code so they
can be used when needed.
Reviewed By: mont29
Maniphest Tasks: T91518
Differential Revision: https://developer.blender.org/D13142
First this was wrong for files written in 2.93 read into blender in 3.0
after the CyclesX merge.
Then this was fixed by versioning in rB6321dd3d4007.
But this caused files written in 3.0 to have this versioning applied as
well (leading to socket shifting).
Now only do the versioning for files created before the CyclesX
merge.
Maniphest Tasks: T92979
Differential Revision: https://developer.blender.org/D13173
rBaa13c4b386b13111 added a check for the active object
in drawing code, but it missed adding a check for the active
base before trying to retrieve its object.
Currently we have a fixed instance recursion limit. While we want to lift this
limitation at some point, that is out of scope for a bug fix. For now just print
a warning to make it easier to detect the issue.
Differential Revision: https://developer.blender.org/D13162
With instancing becoming more common with geometry nodes,
instances are less of a separate thing and more of an essential part
of evaluated data. Displaying them with a separate outline, while
helpful in some cases, is not worth the lack of visibility or confusion
about selected/active status. Information about the performance
of the scene due to instancing is always available with the statistics
like vertex count, etc.
The problems were compounded by the fact that the instancing
system is used to output geometry components that don't correspond
to the object's original type. So this patch also fixes that problem.
Fixes T92079, T81010
Ref T91310
Differential Revision: https://developer.blender.org/D13133
I noticed while rigging a character and editing actions that the Unlink Action operator had no undo step. Doesn't feel intentional, so this patch adds the necessary flags.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D12346
Decorators were only added for the first item of an array.
Decorators for all items of an array are added:
- if the layout is flagged `UI_ITEM_PROP_DECORATE` automatically in
`uiItemFullR` or
- calling `uiItemDecoratorR` (but only in certain situations, see below)
When calling `uiItemDecoratorR` with an index of 0, the following
happens:
- the index is passed to `uiItemDecoratorR_prop`
- that checks with `ui_item_rna_is_expand` if decorators should be added
to all items of an array
- the check fails (because it only permits RNA_NO_INDEX -- which is -1)
So two things we can do:
- remain using `uiItemDecoratorR` (that would require to pass an index
of RNA_NO_INDEX -- a bad level include -- or -1
- just use `uiLayoutSetPropDecorate` to flag the row properly
This patch does later.
Differential Revision: https://developer.blender.org/D13159
Currently the Distribute Points on Faces node does not propagate
non-point attributes correctly. That is because it first interpolates the
attributes to the point domain on the input mesh, and then propagates them.
Differential Revision: https://developer.blender.org/D13148
Since the recent change to context paths to use the arrow icon instead of the triangle (D13106),
the `SMALL_TRI_RIGHT_VEC`is no longer used. This patch removes the icon and all references.
- Replace `SMALL_TRI_RIGHT_VEC` with `RIGHTARROW` in Freestyle UI
- Remove references to `SMALL_TRI_RIGHT_VEC` and `ICON_SMALL_TRI_RIGHT_VEC`.
Fix for built-in add-ons has been done in rBAcc2f71bfe9b0/rBAa84028f8a89a.
This will be added to the list of breaking changes [[ https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Python_API#Breaking_Changes | in the Wiki ]].
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D13130
Expose a new function in `bpy.utils.flip_name(name, strip_number=False)
that allows flipping bone names, eg "Bone.L" -> "Bone.R".
Useful for add-ons to avoid re-implementing Blender's name flipping.
Ref D12322
Nishita sky is not available in Eevee, display a warning to make this clear inside the Sky texture node.
Differential Revision: https://developer.blender.org/D13161