Always use the defaults here (radius, depth etc), since desired bounds
have been set interactively, it does not make sense to use a different
value from a previous command.
The Cube tool has already seen a fix for this in rB26e5718e29a7, but
Cone/UVSphere/Cylinder/IcoSphere havent.
Maniphest Tasks: T87677
Differential Revision: https://developer.blender.org/D11038
Properties Editor is a bit more picky (compared to the Outliner for
example) when it comes to listening to grease pencil notifiers -- it
requires the action to be set.
So when adding the notifier in the dopesheet from the channels (done in
`achannel_setting_flush_widget_cb`), now add the `NA_EDITED` action.
Maniphest Tasks: T87640
Differential Revision: https://developer.blender.org/D11025
Some curve modifiers (namely Hook, SoftBody and MeshDeform) can only work
on pre-tesselated spline points.
Before the modifier UI refactor in rB9b099c86123f, users would get the
'Apply on Spline' option, but disabled and with a tip explaining why
this cant be changed. After rB9b099c86123f though, this button was
always enabled [but disfunctional] leaving the user without an
explanation why this has no effect.
Now restore this functionality since it is quite important information.
Additionally, this button now appears to be ON in these cases which
makes more sense from the user perspective (so it does not represent the
actual setting on the modifier -- this would internally be switched ON in
the modifier calculation anyways though, see
'curve_get_tessellate_point')
Differential Revision: https://developer.blender.org/D11029
This was caused by the closure refactor. The radiance being masked
for SSR, we need to not enable SSR when trying to render the specular
color pass.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11028
If a new action is created (e.g. by inserting keyframes), the header was
not garuanteed to display the right action.
Notifiers were fine here, redraw took place, the editors action was just
not set soon enough for the drawing.
Now make sure this is set correctly by ensuring the animation context is
right (same as the other editor regions do before drawing).
Maniphest Tasks: T86809
Differential Revision: https://developer.blender.org/D10796
Some persistent data code was disable due to a deeper design issue, which
meant some updates were not communicated to renderers.
Dependency graph updates work in two passes, once where Blender scene
animation updates are done, then app handler scripts can run to make further
scene modifications, and then the depsgraph is updated again to take those
into account.
Previously the viewport would update renderers twice when such app handler
scripts were present. Now both viewport and persistent data rendering update
the renderers only once, accumulating updates from both passes.
The function applying the search used the dummy search info for when
the item doesn't exist even when there was no UI data associated with
the node at all.
A fix is to only add the search menu when there is attribute info
stored for the node. This is something I wanted to do anyway, since
it makes it look more purposeful when there are no attribute info
for a node, less like a bug.
Differential Revision: https://developer.blender.org/D11016
The problem is that each uiBlock needs to be assigned a unique name,
but when there can be multiple modifiers of the same type, we use the
panel sort order for the unique part of the string. However, the most
recent test file has 1200+ panels in the property editor, so 4
characters isn't enough for a unique string.
That's not a situation I expected, but it makes sense, because we don't
remove legacy panels with unused types when loading old files. So they
tend to accumulate a bunch of unused panels. That's why this works fine
with a new property editor, it doesn't all of the extra old panels.
These panels must be stored for the expansion status and order, but
arguably we could cull unused panels on save. However, simply increasing
the length of the unique panel string is a valid fix in this situation.
In the future, we can look into removing unused panels when saving.
Prevent drag events from changing the highlighted gizmo
unless the drag event activates the gizmo.
This resolves a glitch where testing a drag event would highlight
at the point the drag was initiated even when the event was not handled.
It is important to limit the pixels read on `BLI_array_iter_spiral_square`.
Fortunately `ED_view3d_depth_read_cached` was not being called with a
`margin` parameter.
Wrong logic introduced in rB44c76e4ce310.
Now if one stroke in the extremes of the stack is selected, other strokes are moved.
Reviewed By: pepeland, Dantti
Maniphest Tasks: T87321
Differential Revision: https://developer.blender.org/D10997
Caused by {rB571362642201} where versioning code for new sequencer tool
settings was only done for scenes already having sequencer scene->ed.
If scene->ed was not present, sequencer tool settings were never
initalized for this scene [if the VSE was then used later], leading to
crashes in some places.
Now just use the versioning code to initalize sequencer tool settings
for all scenes not having them yet.
Maniphest Tasks: T87010
Differential Revision: https://developer.blender.org/D10996
Click-drag events that weren't handled would continually be tested
for each mouse-motion event.
As well as being redundant, this added the overhead of querying
gizmos twice per motion event.
Now click-drag is only tested once when the drag threshold is reached.
This mitigates T87511, although the single drag test still causes
the snap gizmo to flicker.
The intention with this API function was to temporarily load
ID's tagged LIB_TAG_TEMP_MAIN,
however the way the `real_main` was used,
these ID's were loaded into the G.main.
`ob->runtime.geometry_set_eval` can contain instances as well.
This only affected instances generated by geometry nodes.
We should probably have a separate function that tells us if an object
has instances or not..
In the past, custom attributes were rarely used in practice, because the
only way to use them was from Python. Since geometry nodes, more
users started to add their own attributes. Those attributes should not
be removed automatically. It is still possible to remove them in
geometry nodes explictly to improve performance.
This has technically been fixed by rB3e87d8a4315d794efff659e40f0bb9e34e2aec8a,
but the fix there is questionable, because it disables an optimization for vertex groups
entirely. This fix is a little bit more precise in that it only disables the optimization when
the object is used by some geometry nodes modifier.
This flag is needed so PointerRNA structs that aren't
part of the current context can access enum values
without inspecting the context.
This is needed for keymap access, so the keymap UI and keymap
export doesn't depend on the current context.