Issue is that test cases re-uses draw manager. The new
`DRWRegisteredDrawEngine` struct is only freed when a
valid opengl context was found. what isn't the case
when running test cases.
Also made sure that re-using draw manager would use re-inited
values.
This is a necessary step for EEVEE's new arch. This moves more data
to the draw manager. This makes it easier to have the render or draw
engines manage their own data.
This makes more sense and cleans-up what the GPUViewport holds
Also rewrites the Texture pool manager to be in C++.
This also move the DefaultFramebuffer/TextureList and the engine related
data to a new `DRWViewData` struct. This struct manages the per view
(as in stereo view) engine data.
There is a bit of cleanup in the way the draw manager is setup.
We now use a temporary DRWData instead of creating a dummy viewport.
Development: fclem, jbakker
Differential Revision: https://developer.blender.org/D11966
This adds an offscreen View3D window area for the VR view in order to
execute XR events/operators in the proper context. The area is created
as runtime data before XR events are dispatched and set as the active
area during XR event handling.
Since the area is runtime-only, it will not be saved in files and since
the area is offscreen, it will not interfere with regular window areas.
The area is removed with the rest of the XR runtime data on exit, file
read, or when stopping the VR session.
Note: This also adds internal types (EVT_DATA_XR, EVT_XR_ACTION) and
structs (wmXrActionData) for XR events.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12472
Rename the "String Join" node to "Join Strings" to
go with the verb first naming convention.
Differential Revision: https://developer.blender.org/D12678
Following operators now only report messages back when they are called via their invoke-methods:
- ANIM_OT_keyframe_insert
- ANIM_OT_keyframe_insert_by_name
- ANIM_OT_keyframe_insert_menu
- ANIM_OT_keyframe_delete
- ANIM_OT_keyframe_clear_v3d
- ANIM_OT_keyframe_delete_v3d
Also removed the attribute confirm_success from the following operators:
- ANIM_OT_keyframe_insert
- ANIM_OT_keyframe_insert_by_name
- ANIM_OT_keyframe_insert_menu
- ANIM_OT_keyframe_delete
- ANIM_OT_keyframe_delete_by_name
Note: addons/scripts possibly need to be updated if they use the above operators AND set the "confirm_success" attribute
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12697
The asset catalog design was always that the active catalog would also
display all assets of its child catalogs (or grand-childs, etc.). This
is one of the main characteristics that differentiates catalogs from
usual directories.
Sybren prepared this on the asset catalog backend side with
56ce51d1f7. This integrates it into the Asset Browser backend and the
UI.
Fix the selection logic on the Handle Type Selection node to work
as intended:
(Left is Selected AND Left is ChosenType)
OR
(Right is Selected AND Right is ChosenType)
This update allows the Trim Curve node to use float field inputs
for the start and end inputs. These fields are evaluated on the
spline domain.
Differential Revision: https://developer.blender.org/D12744
Makes sure that the active item of a tree never has collapsed parent
items, which can be confusing if it happens. E.g. for the asset catalogs
UI, the active catalog decides which assets are visible. Having it
hidden while being the main factor deciding which assets are visible is
quite confusing.
I think it makes sense to have this at the UI Tree-View level, rather
than doing it manually in the asset catalog code for example. Seems like
something you'd commonly want. We can make it optional in the API if
needed.
Renamed the `set_active()` function to make clear that it is more than a
mere setter.
See T91826, there is a bug in the code where both `.` and `_` are used as a seperator for `BLI_uniquename_cb`.
This resulted in some nodes becoming disconnected on file load.
Until this is resolved, the chnages are reverted to prevent data loss.
Dragging assets onto the "Unassigned" catalog tree item will effectively
move the assets out of any catalog. Technically this means unsetting the
Catalog-ID stored in the asset metadata, or more precisely setting the
UUID to be all zeros.
Introduced by fc7beac8d6. During code review it wasn't clear why this
branch was needed, so we removed it. Now it is clear why it is needed
so we added it back and added a comment why the branch is needed.
Patch provided by @Severin.
{F10761402}
With active viewport render from camera view, the camera border shows up, even when passepartout and overlays are disabled.
By moving the line-drawing code to the passepartout section, it is effectively disabled when passepartout is off.
Reviewed By: sebastian_k
Differential Revision: https://developer.blender.org/D12745
Because of legacy reasons (C string compare function returning 0 when
strings are equal), the ghash compare function is expected to return
false when hashes are equal.
This patch fixes a crash that was recently introduced by rB5cebcb415e76.
The reason were missing poll functions in the UI and operator.
Reviewed By: ISS
Maniphest Tasks: T91873
Differential Revision: https://developer.blender.org/D12736
Somehow, the file from T71329 has an empty curve profile. While that may
be a problem in itself, it's reasonable to avoid asserts or crashes when
loading or drawing such a CurveProfile. This commit just makes sure the
table always has a single vertex, and adds some checks in drawing code.
With this it is possible to select any number of assets in the Asset
Browser and drag them into catalogs. The assets will be moved to that
catalog then. However, this will only work in the "Current File" asset
library, since that is the only library that allows changing assets,
which is what's done here.
While dragging assets over the tree row, a tooltip is shown explaining
what's going to happen.
In preparation to this, the new UI tree-view API was already extended
with custom drop support, see 4ee2d9df42.
----
Changes here to the `wmDrag` code were needed to support dragging multiple
assets. Some of it is considered temporary because a) a proper #AssetHandle
design should replace some ugly parts of this patch and b) the multi-item
support in `wmDrag` isn't that great yet. The entire API will have to be
written anyway (see D4071).
Maniphest Tasks: T91573
Differential Revision: https://developer.blender.org/D12713
Reviewed by: Sybren Stüvel
This node creates a boolean field selection of bezier spline points
that have a handle of the given type on the selected 'side' of the
contol point. This is evaluated on the point domain.
Differential Revision: https://developer.blender.org/D12559