If the search menu was used for a string property, and a data-block was
selected from the search, the value set would be an invalid name. The
property would get the modified UI string, not the proper data name set.
This problem was already once solved in rB249ccab111ac, but resurfaced
in rB937d89afba36.
Now only use the modified UI string if requires_exact_data_name is not
true.
Note: the comments in rB249ccab111ac [reg. library hints and string
properties, also that pointer properties are preferred over string
properties when dealing with IDs] still apply.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D8759
(cherry picked from 2.90 commit
cb0b0416f454419cd1902434f7dffa2682417a56)
Keymaps must be customized by the user.
But this is not the case for hardcoded keymaps.
Also the repetition of hardcoded and user-defined keyitems may induce
the user to think they have made a mistake or it is a bug.
Differential Revision: https://developer.blender.org/D6454
Because depsgraph isn't rebuild for animated properies, we have to
assume that active bodies will always want to have updates from the
rigidbody simulation.
Calling: bpy.ops.wm.read_homefile(use_empty=True)
exposes invalid user-counts in versioning code.
Simplified logic for assigning materials in versioning code.
Caused by 29f3af9527.
- Direct assignment caused ID user counts to be invalid.
- The first palette would always be used,
even when the named palette searched for was found.
Also pass 'const' string to `hex_to_rgb`, avoid casting to 'non-const'.
Now the callbacks are setup for each debug context.
The formating has been reworked to be less verbose and make errors
and warnings stand out from the notifications.
Errors are most of the time sufficiently explicit in their message.
This also remove the support for AMD_debug_output which is 10 years old.
This is related to the Vulkan port T68990.
After discussion with @howardt, it seems the solver property should
always be exposed, even in lite builds. This commit removes the
ifdefs for that property and adds a warning if the "Exact" solver is
used when Blender is compiled without GMP.
These changes apply to the boolean modifier as well.
Now we have a better distinction of what is snap to grid and what is
snap to increments.
The code also allows the implementation of mixed snap for these modes.
This is part of the Vulkan backend task T68990.
This is mostly a cleanup, however, there is a small change:
We don't use a special Vertex Array binding function for Immediate
anymore and just reuse the one for batches.
This might create a bit more state changes but this could be fixed
easily if it causes perf regression.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
This was caused by a double lock of the DRW context mutex.
This changes the logic a bit by releasing the DRW context before rendering
with BKE_sequencer_give_ibuf and restoring it after.
Critical fix for 2.91
Reviewed By: dfelinto
Differential Revision: https://developer.blender.org/D8657
Instead of calculating exact normals for all faces, just do it
for those that potentially intersect. A big improvement for dense
meshes that only intersect in relatively few places.
This was affecting Mesa drivers as well as AMD pro driver. But it
might have been noticeable on other config too.
This was introduced by rBa9f2ebb21508.
This way it is way clearer what each viewport state is. There is
no more save and reset. The scissor test is also saved per
framebuffer.
The only rule to remember is that the viewport state (size and
origin) is reset for both the viewport and scissor when a texture
is attached or detached from an attachment slot.