Issue was, parenting with operator, then unparenting would keep the inverse parent matrix.
So if you then parented again through the mere Object field of Object buttons, you'd still
use previous inver parent matrix, giving some weird behavior from user PoV.
This commit simply makes sure inverse parent matrix is always reset to indentity when clearing
parents.
- Drawing grease pencil fail without scene-lock.
- Converting to curve failed without scene-lock.
- Outliner drag into viewport failed with local-view.
Was more a feature request actually, but anyway...
Note this is a bit more complex than it's vgroups counterpart, since we have to handle
relations between keys (relative keys, and position for absolute ones).
Added a small menu with a few helper oerators next to each group panel:
* Remove group from all objects
* Select objects in group
More could be added possibly in the future.
Thanks to Campbell for the advice here.
The issue was caused by the render engine loading edit mesh, which re-allocates
mesh array which might be referenced by other object's derived meshed.
Worst thing about this is that updating render engine happens from the end of
scene update function, after all the objects are updated and so. This is needed
so render engine gets the update objects which is correct.
The only proper way to solve the issue is to make it so viewport engine does not
leave objects in inconsistent state, meaning nobody will reference to freed data.
In order to reach this we do edit mesh loading before running objects update so
all the objects which uses that mesh will have proper references in the derived
mesh.
This also solves old creepyness which happened before when having single object
in edit mode. tweaking it will calculate derived mesh as a part of scene update,
then this derived mesh will be freed by edit mesh loading and viewport will be
creating derived mesh again.
Now render engine is expected to do nothing with meshes which are in edit mode,
but they still need to load edit data for non0meshes. It's not really easy to
do from the BKE level because needed functions are implemented in the editor.
Thanks Campbell for the review!
Differential Revision: https://developer.blender.org/D697
(original patch by Sergey Sharybin)
Note: RNA API can't use size_t at the moment. Once it does this patch
can be tweaked a bit to fully benefit from size_t larger dimensions.
(right now num_pixels is passed as int)
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D688
If the active image node contributes to the final material shader
(meaning it's either directly or indirectly connected to an Output Node)
the user will receive an alert about circular dependency.
Similar to what we do for Blender internal the baking will still happen,
but the user will receive the alert which should prevent the image
saving to happen if the result was not intentional.
Core function to check for node output written by Lukas Toenne.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D673
Note: This makes no change to the user, the render engine (Cycles) still
need to update the progress during baking. But this is the Blender side
of this.
This is a misnomer: the operator copies data (mostly pointers) of
various types from the active to selected objects. "Make Link" implies
creating a permanent connection between these objects ...
Most of the default builtin Keying Sets (e.g. Loc, Rot, Available, etc.) depend
on the currently selected objects, making them unsuitable for use with this feature.
As a result, this feature would silently fail. This commit adds some error messages
which at least let users know what's going on so that they can make other plans