Support per-viewport collection visibility options.
Note 1: There is no way to show a collection that was not visible before
due to depsgraph. Otherwise we would risk having all the collections in
the depsgraph and I believe this is not the idea.
An alternative would be to have a new depsgraph for viewports that are
not local. Something to keep in mind if we do per-viewport current frame
in the future.
So for now what we do is to only allow collections visibility to be
disabled/hidden in this mode.
Note 2: hide_viewport (the eye icon) doesn't really matter for
depsgraph. So after the merge we can still ignore it to show the
collections locally in a viewport with no problems for the depsgraph.
Reviewers: brecht, sergey
Subscribers: billreynish
Related task: T61327
Differential Revision: https://developer.blender.org/D5611
Split "use_mesh_automerge_and_split" and "double_threshold" into their
own column so .active doesn't have to be applied for the entire layout.
Reviewers: billreynish, mano-wii
Differential Revision: https://developer.blender.org/D5618
mask selection
for 'Invert', 'Levels', 'Hue saturation Value' and 'Bright/Contrast',
face mask was respected, but vertex mask wasnt...
Same code as done in 'Set Vertex Colors'.
reported in T69835
Reviewers: brecht
Maniphest Tasks: T69835
Differential Revision: https://developer.blender.org/D5783
Picking the 'Target Object' as well as the 'System' number was greyed
out as long as 'Use Timing' was disabled. 'Use Timing' is unrelated for
the above two, these should always be active...
part of T69741
Reviewers: sergey
Maniphest Tasks: T69741
Differential Revision: https://developer.blender.org/D5782
Solves stability issues with possibly doing destructive changes to the
tracking setup. Locking interface is the simplest and most reliable way
to avoid crashes.
It is still possible to run non-destructive changes such as clip view
navigation. More operations can be marked as safe if needed.
Fixes T67012: Software closes when a processing marker is deleted
This commit adds some new hashing based data structures to blenlib.
All of them use open addressing with probing currently.
Furthermore, they support small object optimization, but it is not
customizable yet. I'll add support for this when necessary.
The following main data structures are included:
**Set**
A collection of values, where every value must exist at most once.
This is similar to a Python `set`.
**SetVector**
A combination of a Set and a Vector. It supports fast search for
elements and maintains insertion order when there are no deletes.
All elements are stored in a continuous array. So they can be
iterated over using a normal `ArrayRef`.
**Map**
A set of key-value-pairs, where every key must exist at most once.
This is similar to a Python `dict`.
**StringMap**
A special map for the case when the keys are strings. This case is
fairly common and allows for some optimizations. Most importantly,
many unnecessary allocations can be avoided by storing strings in
a single buffer. Furthermore, the interface of this class uses
`StringRef` to avoid unnecessary conversions.
This commit is a continuation of rB369d5e8ad2bb7.
Make popover wider and image ID widget full width, like in textures properties.
Not ideal but at least the image name can be read now, until the ID widget
gets a more compact redesign.
Fixes T67748
Rgression from rBaf4dcc6073fa.
paint_sample_color > imapaint_pick_face uses the the selection buffer
(DRW_select_buffer_sample_point) and to get flat colors [select_id_flat] we
need to be in SCE_SELECT_FACE mode. This was already fine if you had
'Face Selection Masking' turned on, but got colors including lighting
when turned of [select_id_uniform].
There was already an exception in 'select_cache_init' that turns on
SCE_SELECT_FACE for weightpaint, we just need this for texture paint
(vertex paint) as well... Also moved the logic into
select_id_get_object_select_mode.
Note we were also asserting here:
BLI_assert failed: /blender/source/blender/draw/engines/select/
select_engine.c:174, select_cache_init(), at 'e_data.context.select_mode
!= 0'
Note also this is not working correctly for vertexpaint (yet), but has
been discussed in T69752 and there is a solution by @mano-wii in P1032.
Reviewers: mano-wii
Subscribers: mano-wii
Maniphest Tasks: T69752
Differential Revision: https://developer.blender.org/D5775
This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5767